Damage Core (YEP)
Jump to navigation
Jump to search
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.
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.
Extension Plugins
The following plugins are Extension Plugins that require this plugin as its Parent Plugin.
Place the following plugins below this plugin located in the Plugin Manager if you plan on using them.
Yanfly Engine Plugins
This plugin is a part of the Yanfly Engine Plugins library.
Introduction
The game gives a lot of control over the damage formula, but it doesn't give much control for everything else after calculating it. This plugin will give you control over the order the damage formula is calculated in addition to letting you insert your own changes to it at whatever you wish. If you have YEP_BattleEngineCore.js installed, place this plugin under YEP_BattleEngineCore.js if you wish to make use of the extra features this plugin has to offer.
Notetags
The following are some notetags you can use to modify the damage caps. Skill and Item Notetag: <Bypass Damage Cap> This causes the skill/item to ignore the damage cap and go with the regular value of the calculated damage. This will cancel out any damage cap effects otherwise. This will take priority over any damage cap breaking effects. Actor, Class, Enemy, Weapon, Armor, and State Notetags: <Bypass Damage Cap> This will cause the related battler to bypass any damage capping effects and its skills/items will go with the uncapped calculated value. <Damage Cap: x> <Heal Cap: x> This will set the skill to have a damage/healing cap of x. This will cancel out any damage cap bypassers. If a battler has more than one damage cap, it will go with the highest value. This means if an actor that has a weapon that brings the damage cap to 99,999 and an accessory that brings the damage cap to 999,999, then the battler's damage cap will be the highest value of 999,999.
Plugin Commands
The following are plugins you can use to set the damage cap rulings for your game. Keep in mind that individual aspects such as equipment traits, skill properties, etc. will take priority over these default caps. Plugin Command: SetDamageCap 9999 Sets the default damage cap to 9999. SetHealingCap 9999 Sets the default healing cap to 9999. EnableDamageCap Enables default cap for both damage and healing. DisableDamageCap Disables default cap for both damage and healing.
Lunatic Mode - Damage Formula
For those who think the damage formula box is too small and would like to use the notebox instead to declare the damage formula, you can use the notetags below: Skill and Item Notetags: <damage formula> value = 500; value += 2500; </damage formula> This will overwrite the damage formula found at the top and use the strings in the middle as the formula instead. Keep in mind that using comments here will cancel out anything following after. New variables can be used, too, to make damage calculations a bit easier. value - Refers to the amount that will become the base damage value. user - Refers to the actor/enemy using the skill/item. subject - Refers to the actor/enemy using the skill/item. target - Refers to the target actor/enemy on the receiving end of the skill/item.
Lunatic Mode - Damage Steps
The damage formula isn't all there is to calculating the damage that appears at the very end. In this plugin's parameters towards the bottom, you'll see a large list of Damage Steps. Each one of these steps is a line of code that the damage count will run through in order to calculate and finalize the damage output. The purpose of those parameters is to allow you ease of access on where you want to insert code that is your own or custom code provided by another plugin. Here's a quick reference on how the original damage flow looked like: Game_Action.prototype.makeDamageValue = function(target, critical) { var item = this.item(); var baseDamage = this.evalDamageFormula(target); var value = baseDamage * this.calcElementRate(target); if (this.isPhysical()) { value *= target.pdr; } if (this.isMagical()) { value *= target.mdr; } if (baseDamage < 0) { value *= target.rec; } if (critical) { value = this.applyCritical(value); } value = this.applyVariance(value, item.damage.variance); value = this.applyGuard(value, target); value = Math.round(value); return value; }; In the vein of keeping everything organized, the following lines have been incorporated into new functions: Formula New Function value *= target.pdr value = this.applyPhysicalRate value *= target.mdr value = this.applyMagicalRate value *= target.rec value = this.applyHealRate value = this.applyCritical(value) value = this.applyCriticalRate
Yanfly Engine Plugins - Battle Engine Extension - Action Sequence Commands
If you have YEP_BattleEngineCore.js installed with this plugin located underneath it in the Plugin Manager, you can make use of these extra damage related action sequences. ============================================================================= BYPASS DAMAGE CAP - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This will override all damage caps. This is applied to healing, too. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: bypass damage cap ============================================================================= ============================================================================= DAMAGE CAP: x HEALING CAP: x - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This sets the action's damage cap to x, overriding all over damage caps in play except its own. This will also apply to healing, too. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: damage cap: 999 healing cap: 999999 ============================================================================= ============================================================================= DAMAGE RATE: x% DAMAGE RATE: x.y DAMAGE RATE: VARIABLE x - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This changes the damage rate across all types of damage (physical, magical, and certain hit). The damage rate is reset at the end of each action sequence. If you use a variable, it is treated as a percentage. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: damage rate: 50% damage rate: 8.667 damage rate: variable 3 ============================================================================= ============================================================================= FLAT DAMAGE: +x FLAT DAMAGE: -x FLAT DAMAGE: VARIABLE x - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This adds a flat damage across all types of damage (physical, magical, and certain hit). The flat damage is reset at the end of each action sequence. If you use a variable, it is added onto the damage. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: flat damage: +100 flat damage: -250 flat damage: variable 3 ============================================================================= ============================================================================= FLAT GLOBAL: +x FLAT GLOBAL: -x FLAT GLOBAL: VARIABLE x - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This adds a flat global damage and heal across all types of damage (physical, magical, and certain hit). The flat damage and heal is reset at the end of each action sequence. If you use a variable, it is added onto the damage and heal. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: flat global: +100 flat global: -250 flat global: variable 3 ============================================================================= ============================================================================= FLAT HEAL: +x FLAT HEAL: -x FLAT HEAL: VARIABLE x - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This adds a flat heal across all types of damage (physical, magical, and certain hit). The flat heal is reset at the end of each action sequence. If you use a variable, it is added onto the heal. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: flat heal: +100 flat heal: -250 flat heal: variable 3 ============================================================================= ============================================================================= GLOBAL RATE: x% GLOBAL RATE: x.y GLOBAL RATE: VARIABLE x - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This changes the damage and healing rates across all types of damage (physical, magical, and certain hit). The damage and healing rates are reset at the end of each action sequence. If you use a variable, it is treated as a percentage. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: global rate: 50% global rate: 8.667 global rate: variable 3 ============================================================================= ============================================================================= HEAL RATE: x% HEAL RATE: x.y HEAL RATE: VARIABLE x - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This changes the healing rate across all types of damage (physical, magical, and certain hit). The healing rate is reset at the end of each action sequence. If you use a variable, it is treated as a percentage. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: heal rate: 50% heal rate: 8.667 heal rate: variable 3 ============================================================================= ============================================================================= RESET DAMAGE CAP - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This will reset the damage cap implemented by the Damage Cap action sequence. This will also reset the effects of the Bypass Damage Cap action sequence. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: reset damage cap ============================================================================= ============================================================================= RESET DAMAGE MODIFIERS - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This will cause all damage and healing modifiers caused by action sequences to reset. While they normally reset at the end of each action sequence, this will allow you to do it manually. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: reset damage modifiers =============================================================================
Changelog
Version 1.08: - 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 1.07: - Updated for RPG Maker MV version 1.5.0. Version 1.06: - Lunatic Mode fail safes added. Version 1.05: - Added failsafe for damage cap check in case Lunatic Mode effects of other plugins would push the damage past the capped amount. Version 1.04: - Rewored Damage Steps 1 through 8. If you're updating from an old version, please update the these manually: Step 1: baseDamage = this.modifyBaseDamage(value, baseDamage, target); Step 2: baseDamage *= this.calcElementRate(target); Steps 3 through 5: (empty) Step 6: critical = this.modifyCritical(critical, baseDamage, target); Step 7: target.result().critical = critical; Step 8: value = baseDamage; - This change was made to Element Absorb and Disperse Damage better. This damage step change is also more efficient in calculating damage effects that alters the baseDamage. Version 1.03: - Changed default parameter in Damage Step 4 from 'baseDamage = this.modifyBaseDamage(value, baseDamage, target);' to 'value = this.modifyBaseDamage(value, baseDamage, target);' Be sure to manually change this yourself if you want to get things like the Selection Control's Disperse Damage mechanic to work. Version 1.02: - Updated for RPG Maker MV version 1.1.0. - <Damage Formula> notetag now supports comments. Version 1.01: - Fixed a bug with <Damage Formula> not recording custom formulas correctly. Version 1.00: - Finished plugin!