Introduction
This is a plugin that was requested in the request section. Anima Shield States is a plugin that provides the user with the ability to add different types of "Shields" to actors and enemies. These shields are simple states in the database with special notetags to enable the shield. When an actor or enemy has a shield, the shield will either absorb or reflect some of the damage that the actor or enemy was meant to take. In the process if the shield(s) reflect or absorb all the damage, then the actor or enemy takes no damage. Otherwise the actor or enemy will take all the left over damage. Shields have "health" and when that health is depleted, the shield is removed, unless the shield is set to be persistent. Upon removal of the shield the actor also loses the state. Shields get their Health pool through a formula that works similar to how damage formulas work, except in a notetag. Meaning you are capable of using any variable, or javascript code within the formula for the shields. Shields can also regenerate their HP over time (turns). At the end of an actors turn, a shield if it is set to do so, will regenerate a percentage of the shields maximum health. This allows for persistent shields that can be used as passives that need time to recharge. Shields can also be given element weaknesses, using a notetag and supplying the element ids separated by a comma. You are then able to apply a weakness rate that allows damage done to the shield to be multiplied to deal more damage against specific shields (e.g: If a shield is weak to fire, fire element abilities could deal 2x the damage.) Shields can be bypassed by using special notetags on any type of game object. Examples of these could be: Actors, Enemies, Items, Weapons, Armors, Skills, or States. These bypasses can be given a type of shield to bypass: all, certain hit shields, magic, or physical. There also exist an option for 'none', but that is set by default if the notetags don't exist and means that a particular ability is unable to bypass any shield. The visual aspect of a shield is through the usage of status icons. If a shield state is given a status icon, then when that status icon is drawn in any menu or scene a bar(similar to Health and Mana for actors) is drawn on the icon. This bar is customizable meaing you are able to change the gradient colors, have the bar display under the icon, and even on the icon itself. For more information see the request thread here: http://forums.rpgmakerweb.com/index.php?/topic/51005-stoneskin-damage-wall-state/
Features
- Add absorption, reflection, mana, or mana reflection shields to states
- Specify the shields health pool via a formula similar too damage formulas.
- Apply bonus damage if a shield is weak to a specific element
- Bypass shields of a specific type using note tags on states,items,skills,actors,enemies,or equipment
- Have shields that persist till you manually remove the state, sorta like passives.
- Have shields that can regenerate their health pool over time through the course of battle (at the end of the actors/enemies turn).
- Have a nifty gauge on your status icons that show the shields health pool, with changeable colors.
- Possibly more?
Video
Basic Setup Video
Screen Shot
(See the gauges in action!)
How to Use See help for detailed how to use information. A tutorial video will be coming soon!
FAQ Q: Does this work with Yanflys plugins? A: Yes, except AutoPassiveStates (it works, but the shields are not applied due to how AutoPassiveStates work. You can still use this and just apply states normally).
Q: Can i request features? A: I suppose so.
Credit and Thanks - Liquidize
Terms of Use:
This script is free for commercial and non-commercial use, just credit Liquidize or "Anima Framework" in your credits .
Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.
Can someone recommend some fun story-heavy RPGs to me? Coming up with good gameplay is a nightmare! I was thinking of making some gameplay platforming-based, but that doesn't work well in RPG form*. I also was thinking of removing battles, but that would be too much like OneShot. I don't even know how to make good puzzles!
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