A Plugin!?

Hello everyone. I haven’t had much of a chance to check yet, but I suspect there are still very few of you reading this. I apologize once again for my absence, I’m not quite ready to return yet, but I made a new plugin and figured I should show it off!

This plugin actually builds upon my very first state, the block chance. What it does, is it solidifies Block Chance (blk) as an xparam in the engine, allowing states and armors to add to it, and actors to display it as a parameter in the status screen, with some coaxing of course.

 

With this plugin, the parameter blk can be used in the same way that att, or mat, or cev, or acc can be used. In damage formulas, or evals, or enemy ai evals or whatever you want. In order to make use of it, you’ll need some other plugins that can work with custom parameters. Yanfly’s buffs/states core is what we use all the time here, and it works perfectly for this as well.

The plugin gives us the following note tag, which can be placed on an armor or on a state:

<BLOCK CHANCE: X>

X is equal to the percent chance you want the block to happen. Eg: <Block Chance: 15> will give a 15% chance to block.

We also have two other note tags that can only be placed on an armor:

<BLOCK ANIMATION: X>

<SLAM ANIMATION: X>

These tags take the id in X and show the respective animation when a shield block or a shield slam occurs. You’ll need an action sequence plugin to make use of the slam animation, but the block animation is built into our new and improved Shield Block State:

<Custom React Effect>
if (value > 0 && this.isHpEffect() && this.isPhysical()) {
  var rnd = (Math.floor(Math.random() * 99 + 1))
  var shd = target.blk
  if (rnd < shd){  
    value -= value;
      target.startAnimation(target.equips()[1].blockAnimation, true, 0);
  }
}
</Custom React Effect>

The plugin can be downloaded here. Happy building.

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