Mana Shield

lohenien

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How about adding an alternate dissolve tag based on % of the resource left (say at 50% mp the shield drops) so you can have multiple shields that drop at different %. This would be ideal for sci fi games actually so your power armor or mech has greater shielding at full resource.
 

metalgearmaycry

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Is it possible to use variables/formulae with the split%, so that the more MP you have, the more damage is taken to MP? Like at 100% MP, 50% of damage is taken to MP, at 50% MP, 33%, or something like that?
 

Alistair

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

Plugin Updated to V1.07:

- You may now use formulas instead of fixed numbers in notetags.

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

Is it possible to use variables/formulae with the split%, so that the more MP you have, the more damage is taken to MP? Like at 100% MP, 50% of damage is taken to MP, at 50% MP, 33%, or something like that?
With the newest version, yes. You will need to come up with a fitting formula, though.

How about adding an alternate dissolve tag based on % of the resource left (say at 50% mp the shield drops) so you can have multiple shields that drop at different %. This would be ideal for sci fi games actually so your power armor or mech has greater shielding at full resource.
You can now use formulas for the percentage thing.
 

metalgearmaycry

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Plugin Updated to V1.07:

- You may now use formulas instead of fixed numbers in notetags.
Can you give an example of how the formula should look? the one I've got:

<ms_split_MP:((0.75*(($gameActors.actor(1).mp/$gameActors.actor(1).mmp)-1))+1)>doesn't seem to be doing anything.
 

Alistair

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Your formula doesn't work because it returns low numbers like 1 or 2. This basically means that 1% or 2% of damage will go to MP.

You need to multiply the result with 100 .

If I replace $gameActors ... with actual numbers (100 for example) the result of the formula would be:

((0.75*((100/100)-1))+1) = 11% of damage will go to MP.

I use this formula:

<ms_split_MP:(0.5*b.mpRate())*100>With 100% of MP, this will result in 50% damage going to MP.

With 50% MP, this will result in 25% damage going to MP.

With 10% MP, this will result in 5% damage going to MP.
 
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Reat

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Nice plugin! But now that we can protect our health with mana, can we protect our mana by draining health instead?
 

Marillmau5

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To Op, great script, I imagined a blue mana type circle over the hero show when the mana takes or reduces damange, kind of like smash bros shields. So its not visible until the hero takes damage and the transparency of that circle shield would 100% - 0% depending on the heros mana. So if its 2% mana left the circle when shown would be barely visible, in my head it would be a kool addition.
 

metalgearmaycry

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Your formula doesn't work because it returns low numbers like 1 or 2. This basically means that 1% or 2% of damage will go to MP.

You need to multiply the result with 100 .

If I replace $gameActors ... with actual numbers (100 for example) the result of the formula would be:

((0.75*((100/100)-1))+1) = 11% of damage will go to MP.

I use this formula:

<ms_split_MP:(0.5*b.mpRate())*100>With 100% of MP, this will result in 50% damage going to MP.

With 50% MP, this will result in 25% damage going to MP.

With 10% MP, this will result in 5% damage going to MP.
Yeah I figured that out shortly afterwards ^^;-- thanks!
 

Alistair

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Nice plugin! But now that we can protect our health with mana, can we protect our mana by draining health instead?
Good idea. Will look into it.

To Op, great script, I imagined a blue mana type circle over the hero show when the mana takes or reduces damange, kind of like smash bros shields. So its not visible until the hero takes damage and the transparency of that circle shield would 100% - 0% depending on the heros mana. So if its 2% mana left the circle when shown would be barely visible, in my head it would be a kool addition.
As I said earlier somewhere in this thread: I still believe that Yanfly will release a State Animation plugin.
 

lohenien

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There is a plugin for extended state overlays that lets you add animations to the state overlay sheet.
 

clitvin

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Is there anyway to make the mana shield dissipate after a certain amount of damage? For instance I want it to absorb 100% of damage until it's absorbed 100 dmg then dissipate.
 

lohenien

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<ms_reduce:b.mmp/2><ms_dissolve_MP:b.mp<b.mmp*0.75>Trying to get the dissolve to work when below 75 of max mp but It isn't working right. What did I mix up ?
 

Alistair

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The notetag does not check a condition like that. It returns a number.

Try <ms_dissolve_MP:b.mmp * 0.75>
 

Eatorl

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Hello Alistair, is there a way to create a "Two characters mana shield"? Like:

 

  • Character A (Support Class) casts "Mana Shield" on Character B.
  • Character B enters X State.
  • Whenever character B will take HP Damage while on X State, Character A takes half of it as MP Damage and Character B takes the other half as HP Damage instead.


    Thanks!
 

Mr. Reo

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Just got your mana shield plug in for a game I'm working on,  Works great with one exception.  I am using it to turn an unused mana bar into an extra HP bar which replenishes a little every turn.  This status is given through armour.


However, If my character gains a status which does not have the shield applied to it, it will stop working.  I'm going to try and work around the problem but I thought I would let you know.
 

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