Difference between revisions of "Armor Scaling (YEP)"

From Yanfly.moe Wiki
Jump to navigation Jump to search
 
(3 intermediate revisions by the same user not shown)
Line 1: Line 1:
 
{{MvPlugin
 
{{MvPlugin
 
|preview = <youtube>https://www.youtube.com/watch?v=JVLJEZo2VHo</youtube>
 
|preview = <youtube>https://www.youtube.com/watch?v=JVLJEZo2VHo</youtube>
|link1 = <html><iframe src="https://itch.io/embed/398325" height="167" width="552" frameborder="0"></iframe></html>
+
|link2 = <html><iframe src="https://itch.io/embed/508138" height="167" width="552" frameborder="0"></iframe></html>
|link2 = [http://yanfly.moe/plugins/en/YEP_X_ArmorScaling.js Mirror]
+
|link3 = <html><iframe src="https://itch.io/embed/398158" height="167" width="552" frameborder="0"></iframe></html>
  
 
}}
 
}}
Line 131: Line 131:
 
</nowiki>
 
</nowiki>
  
== Notetags ==
+
{{Notetags MV}}
  
 
  <nowiki>
 
  <nowiki>
Line 208: Line 208:
 
</nowiki>
 
</nowiki>
  
== Lunatic Mode - Custom Armor Scaling ==
+
{{Lunatic Mode MV}}
  
 
  <nowiki>
 
  <nowiki>
Line 307: Line 307:
 
- Finished Plugin!
 
- Finished Plugin!
 
</nowiki>
 
</nowiki>
 +
 +
<!-- This is a comment, remove the arrows surrounding this for the categories you want to show -->
 +
<!-- [[Category: RPG Maker MV Core Plugins]] -->
 +
<!-- [[Category: RPG Maker MV Battle Plugins]] -->
 +
<!-- [[Category: RPG Maker MV Item Plugins]] -->
 +
<!-- [[Category: RPG Maker MV Skill Plugins]] -->
 +
<!-- [[Category: RPG Maker MV Equip Plugins]] -->
 +
<!-- [[Category: RPG Maker MV Status Menu Plugins]] -->
 +
[[Category: RPG Maker MV Gameplay Plugins]]
 +
<!-- [[Category: RPG Maker MV Movement Plugins]] -->
 +
<!-- [[Category: RPG Maker MV Quest Plugins]] -->
 +
<!-- [[Category: RPG Maker MV Options Plugins]] -->
 +
<!-- [[Category: RPG Maker MV Eventing Plugins]] -->
 +
<!-- [[Category: RPG Maker MV Utility Plugins]] -->
 +
[[Category: RPG Maker MV Mechanical Plugins]]
 +
<!-- [[Category: RPG Maker MV Visual Plugins]] -->
 +
<!-- [[Category: RPG Maker MV Menu Plugins]] -->
 +
<!-- [[Category: RPG Maker MV Message Plugins]] -->
 +
<!-- [[Category: RPG Maker MV Quality of Life Plugins]] -->
 +
<!-- [[Category: RPG Maker MV Plugin Tips & Tricks]] -->
 +
<!-- [[Category: Action Sequences (MV)]] -->
 +
<!-- [[Category: Comment Tags (MV)]] -->
 +
<!-- [[Category: Main Menu Manager Integration (MV)]] -->
 +
<!-- [[Category: Notetags (MV)]] -->
 +
<!-- [[Category: Options Core Integration (MV)]] -->
 +
<!-- [[Category: Plugin Commands (MV)]] -->
 +
<!-- [[Category: Script Calls (MV)]] -->
 +
<!-- [[Category: Text Codes (MV)]] -->

Latest revision as of 10:43, 13 June 2020

Welcome to the wiki! This is where you can find resources from Yanfly.moe, Ækashics.moe,
VisuStella, Caz Wolf, Fallen Angel Olivia, Atelier Irina, and other affiliated content creators.



Download

System

This is a plugin created for RPG Maker MV.

For help on how to install plugins, click here.

For help on how to update plugins, click here.

Got errors with your RPG Maker MV plugin? Click here.


Masterarbeit Writer

Required Plugins

The following plugins are required in order to use this plugin.

Place the following plugins above this plugin located in the Plugin Manager.

Yanfly Engine Plugins

This plugin is a part of the Yanfly Engine Plugins library.


Introduction

This plugin requires YEP_DamageCore.
Make sure this plugin is located under YEP_DamageCore in the plugin list.

This plugin serves as a damage balancing plugin to make numbers across the
battlefield more universal for both actors and enemies alike and gets past
the flaws that ATK - DEF formulas have.

Armor Scaling

Armor Scaling allows the damage formula to be rid of "b.def * 2" and similar
calculations in favor of scaling the damage relative to the armor values
that the attack target has. The following is the armor scaling formula for
both positive and negative armor values:

           Positive Armor                     Negative Armor

                100                                     100
    Rate = -------------                Rate = 2 - -------------
            100 + armor                             100 - armor

To get an idea of how armor scaling will affect damage, you can visit
FlyingDream's Armor Scaling Calculator here:

    http://yanfly.moe/tools/armorscalingcalculator/

For quick reference, here's a table on how 1,000 base damage is affected.

Armor Level   Rate%    Damage           Armor Level   Rate%    Damage
          1   99.01%   990                       -1   100.99%  1,010
          2   98.04%   980                       -2   101.96%  1,020
          3   97.09%   971                       -3   102.91%  1,029
          4   96.15%   962                       -4   103.85%  1,038
          5   95.24%   952                       -5   104.76%  1,048
          6   94.34%   943                       -6   105.66%  1,057
          7   93.46%   935                       -7   106.54%  1,065
          8   92.59%   926                       -8   107.41%  1,074
          9   91.74%   917                       -9   108.26%  1,083
         10   90.91%   909                      -10   109.09%  1,091
         25   80.00%   800                      -25   120.00%  1,200
         50   66.67%   667                      -50   133.33%  1,333
         75   57.14%   571                      -75   142.86%  1,429
        100   50.00%   500                     -100   150.00%  1,500
        150   40.00%   400                     -150   160.00%  1,600
        200   33.33%   333                     -200   166.67%  1,667
        250   28.57%   286                     -250   171.43%  1,714
        300   25.00%   250                     -300   175.00%  1,750
        350   22.22%   222                     -350   177.78%  1,778
        400   20.00%   200                     -400   180.00%  1,800
        450   18.18%   182                     -450   181.82%  1,818
        500   16.67%   167                     -500   183.33%  1,833
        550   15.38%   154                     -550   184.62%  1,846
        600   14.29%   143                     -600   185.71%  1,857
        650   13.33%   133                     -650   186.67%  1,867
        700   12.50%   125                     -700   187.50%  1,875
        750   11.76%   118                     -750   188.24%  1,882
        800   11.11%   111                     -800   188.89%  1,889
        850   10.53%   105                     -850   189.47%  1,895
        900   10.00%   100                     -900   190.00%  1,900
        950    9.52%    95                     -950   190.48%  1,905
        999    9.10%    91                     -999   190.90%  1,909
      9,999    0.99%    10                   -9,999   199.01%  1,990
     99,999    0.10%     1                  -99,999   199.90%  1,999
    999,999    0.01%     0                 -999,999   199.99%  2,000
  9,999,999    0.00%     0               -9,999,999   200.00%  2,000

Using the default base armor formula of 2 defense points is equal to 1
armor, this means at 200 defense, a battler will take only 50% damage. At
999 defense, the battler will take a little bit more than 16.67% damage.
At those values without armor scaling, damage can be entirely undone for
that very matter. This goes to show how effective armor scaling can be to
maintain long-term balancing.

Armor Reduction and Armor Penetration

There are various modifiers that can alter the armor level before the armor
scaling rate is applied to damage. Armor goes through four main steps and
they are as follows.

1. Armor Reduction, Flat
2. Armor Reduction, Percentage
3. Armor Penetration, Percentage
4. Armor Penetration, Flat

In step 1 (Armor Reduction, Flat), the target's armor is reduced by a value.
Flat armor reduction stacks additively. Flat armor reduction can reduce a
target's armor below zero. For example, if an enemy with 10 armor has their
armor reduced by 25, the enemy will have -15 armor. Armor reduction values
are provided by target and not the attacker.

In step 2 (Armor Reduction, Percentage), the target's armor is multiplied by
a percentage (100% - the listed value). Percentage armor reduction stacks
multiplicatively and is ignored if the target's armor is 0 or less.
Percentage armor reduction makes a bigger difference on targets with higher
armor. For instance, with 40% armor reduction, a target with 200 armor will
lose 80 while a target with only 50 armor will lose 20. Armor reduction
values are provided by the target and not the attacker.

In step 3 (Armor Penetration, Percentage), the target's armor is multiplied
by a percentage (100% - the listed value). Percentage armor penetration
stacks multiplicatively and is ignored if the target's armor is 0 or less.
Percentage armor penetration makes a bigger difference on targets with higher
armor. For instance, with 40% armor penetration, a target with 200 armor will
be considered as having 80 less while a target with only 50 armor will be
considered as having 20 less. Armor penetration values are provided by the
attacker and not the target.

In step 4 (Armor Penetration, Flat), the target's armor is treated as being
reduced by an amount for purposes of damage calculation, but cannot be
reduced below 0. Flat armor penetration stacks additively. Armor penetration
values are provided by the attacker and not the target.

Notetags

NotetagsMV.png

RPG Maker MV's editor is unable to allow for custom traits/properties that a game dev may wish to associate with a database object, event, map, etc. Notetags are used to work around such limitations by allowing the game dev to tag certain traits/properties using specific Notetags declared by the related plugin.

Here is a list of Notetag(s) that you may use.

---

You may use these notetags to adjust various factors for armor scaling rates
and calculations.

Skill and Item Notetags:
  <Armor Reduction: x>
  Causes the skill/item to reduce the target's armor level by x. This is
  calculated first above everything else.

  <Armor Reduction: x%>
  Causes the skill/item to reduce the target's armor level by x%. This is
  calculated second but is ignored if the armor level is less than 0.

  <Armor Penetration: x%>
  Causes the skill/item to reduce the target's armor level by x% (but will
  not go past 0). This is calculated third.

  <Armor Penetration: x>
  Causes the skill/item to reduce the target's armor level by x (but will
  not go past 0). This is calculated last.

  <Bypass Armor Scaling>
  This notetag allows you to bypass the armor scaling process for this
  individual skill/item.

Actor, Class, Enemy, Weapon, Armor, State Notetags:
  <Physical Armor Reduction: x>
  Causes this actor to lose x armor when targeted by physical skills/items.
  This is calculated first.

  <Magical Armor Reduction: x>
  Causes this actor to lose x armor when targeted by magical skills/items.
  This is calculated first.

  <Certain Armor Reduction: x>
  Causes this actor to lose x armor when targeted by certain skills/items.
  This is calculated first.

  <Physical Armor Reduction: x%>
  Causes this actor to lose x% armor when targeted by physical skills/items.
  This is calculated second.

  <Magical Armor Reduction: x%>
  Causes this actor to lose x% armor when targeted by magical skills/items.
  This is calculated second.

  <Certain Armor Reduction: x%>
  Causes this actor to lose x% armor when targeted by certain skills/items.
  This is calculated second.

  <Physical Armor Penetration: x%>
  Causes this actor to cause the target to lose x% armor when using a
  physical skills/items. This is calculated third.

  <Magical Armor Penetration: x%>
  Causes this actor to cause the target to lose x% armor when using a
  magical skills/items. This is calculated third.

  <Certain Armor Penetration: x%>
  Causes this actor to cause the target to lose x% armor when using a
  physical skills/items. This is calculated third.

  <Physical Armor Penetration: x>
  Causes this actor to cause the target to lose x armor but not drop below
  0 armor when using a physical skills/items. This is calculated last.

  <Magical Armor Penetration: x>
  Causes this actor to cause the target to lose x armor but not drop below
  0 armor when using a magical skills/items. This is calculated last.

  <Certain Armor Penetration: x>
  Causes this actor to cause the target to lose x armor but not drop below
  0 armor when using a certain skills/items. This is calculated last.

Lunatic Mode

JavaScript.png

For advanced users who have an understanding of JavaScript, you can use the following features added by the plugin to further enhance what you can do with your game project.

For those with some JavaScript experience, you can make use of Lunatic Mode
to calculate the way you want armor scaling done for particular skills and
items right within the notebox!

  <Positive Armor Rate>
   value *= 100;
   value /= 100 + armor;
  </Positive Armor Rate>
  This enables you to set a custom positive armor calculation rate for the
  skill/item instead of using the default positive armor rate.

  <Negative Armor Rate>
   value *= 2 - (100 / (100 - armor));
   value *= 1.5;
  </Negative Armor Rate>
  This enables you to set a custom negative armor calculation rate for the
  skill/item instead of using the default positive armor rate.

  <Base Armor>
   armor = target.def;
   armor -= user.atk / 4;
  </Base Armor>
  This enables you to set a custom way for the skill/item to calculate the
  base armor value used for armor scaling.

Action Sequences

These are action sequences that you can use with this plugin. Action Sequences will require Yanfly's Battle Engine Core to work.

Action Sequences - ala Melody

Battle Engine Core includes Yanfly Engine Melody's Battle Engine system, where each individual aspect of the skill and item effects can be controlled to a degree. These are called Action Sequences, where each command in the action sequence causes the game to perform a distinct individual action.

Each skill and item consists of five different action sequences. They are as follows:

1. Setup Actions
They prepare the active battler before carrying out the bulk of the action

and its individual effects. Usually what you see here are things such as the active battler moving forward a bit, unsheathing their weapon, etc. This step will occur before the active battler expends their skill or item costs.

2. Whole Actions
These actions will affect all of the targets simultaneously. Although this

section does not need to be used, most actions will use this for displaying animations upon all enemies. This step occurs after skill and item costs.

3. Target Actions
This section will affect all of the targets individually. Used primarily

for physical attacks that will deliver more personal forms of damage. Actions that occur here will not affect other targets unless specifically ordered to do so otherwise.

4. Follow Actions
This section will dedicate towards cleanup work after the individual

targeting actions. Here, it'll do things such as removing immortal flags, start up common events, and more.

5. Finish Actions
This section will have the active battler close up the action sequence.

Usually stuff like running waits and holds at the last minute for skills and items, moving back to place, and others.

Now that you know each of the five steps each action sequence goes through, here's the tags you can insert inside of skills and items. Pay attention to each tag name.

1. <setup action>
    action list
    action list
   </setup action>

2. <whole action>
    action list  
    action list  
   </whole action>

3. <target action>
    action list
    action list
   </target action>

4. <follow action>
    action list
    action list
   </follow action>

5. <finish action>
    action list
    action list
   </finish action>

They will do their own respective action sets. The methods to insert for the action list can be found below in the core of the Help Manual.

Furthermore, to prevent overflooding every single one of your database item's noteboxes with action sequence lists, there's a shortcut you can take to copy all of the setup actions, whole actions, target actions, follow actions, and finish actions with just one line.

<action copy: x:y>

Replace x with "item" or "skill" to set the type for the action list code to directly copy. The integer y is then the ID assigned for that particular object type. For example, to copy 45th skill's action sequences, the code would be <action copy: skill:45> for anything that will accept these action codes. If you do use this notetag, it will take priority over any custom that you've placed in the notebox.

Target Typing

You may notice that in some of the actions below will say "refer to target typing" which is this section right here. Here's a quick run down on the various targets you may select.

user This will select the active battler.
target, targets These will select the active targets in question.
actors, existing actors These will select all living actors.
all actors This will select all actors including dead ones.
dead actors This will select only dead actors.
actors not user This will select all living actors except for the user.
actor x This will select the actor in slot x.
character x This will select the specific character with actor ID x.
enemies, existing enemies This will select all living enemies.
all enemies This will select all enemies, even dead.
dead enemies This will select only dead enemies.
enemies not user This will select all enemies except for the user.
enemy x This will select the enemy in slot x.
friends This will select the battler's alive allies.
all friends This will select the all of battler's allies, even dead.
dead friends This will select the battler's dead allies.
friends not user This will select the battler's allies except itself.
friend x This will select the battler's ally in slot x.
opponents This will select the battler's alive opponents.
all opponents This will select the all of the battler's opponents.
dead opponents This will select the battler's dead opponents.
opponent x This will select the battler's opponent in slot x.
all alive Selects all living actors and enemies.
all members Selects all living and dead actors and enemies.
all dead Selects all dead actors and enemies.
all not user This will select all living battlers except user.
focus Selects the active battler and its targets.
not focus Selects everything but the active battler and its targets.
prev target Requires Action Sequence Impact.

During <Target Actions>, this will get the previous target in the targets list.

next target Requires Action Sequence Impact.

During <Target Actions>, this will get the next target in the targets list.

$UnisonMemberX Requires Unison Attack.

Replace X with the Unison Attack participant where X is slot used based on the <Unison Skill: x, y, z> notetag.

$UnisonMembers Requires Unison Attack.

Returns all of the participating Unison Skill members.

Action Sequence List

The following is a list of Action Sequences provided by this plugin.

If you have YEP_BattleEngineCore.js installed with this plugin located
underneath it in the Plugin Manager, you can make use of these extra
armor scaling related action sequences.

=============================================================================
ARMOR PENETRATION: X
ARMOR PENETRATION: X%
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Causes the skill to have a global armor pentration property of either x or
x% rate. This property is reset at the end of the action sequence.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: armor penetration: 20
               armor penetration: 30%
=============================================================================

=============================================================================
ARMOR REDUCTION: X
ARMOR REDUCTION: X%
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Causes the skill to have a global armor reduction property of either x or
x% rate. This property is reset at the end of the action sequence.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: armor reduction: 20
               armor reduction: 30%
=============================================================================

=============================================================================
RESET ARMOR PENETRATION
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Resets global set armor penetration properties.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: reset armor penetration
=============================================================================

=============================================================================
RESET ARMOR REDUCTION
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Resets global set armor reduction properties.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: reset armor reduction
=============================================================================

Changelog

Version 1.05:
- Bypass the isDevToolsOpen() error when bad code is inserted into a script
call or custom Lunatic Mode code segment due to updating to MV 1.6.1.

Version 1.04:
- Updated for RPG Maker MV version 1.5.0.

Version 1.03:
- Lunatic Mode fail safes added.

Version 1.02:
- Updated for RPG Maker MV version 1.1.0.

Version 1.01:
- Fixed the notetag <Armor Reduction: x%> from not working with the intended
effect.
- Negative armor damage calculations are reworked to function as intended.

Version 1.00:
- Finished Plugin!