Difference between revisions of "Template:VisuMZ Anti-Damage Barriers Notetags"
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=== Nullification Barrier-Related Notetags === | === Nullification Barrier-Related Notetags === | ||
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+ | [[File:AntiDmgBarrier_Null.gif]] | ||
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=== Reduction Barrier-Related Notetags === | === Reduction Barrier-Related Notetags === | ||
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+ | [[File:AntiDmgBarrier_Reduction.gif]] | ||
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=== Absorption Barrier-Related Notetags === | === Absorption Barrier-Related Notetags === | ||
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+ | [[File:AntiDmgBarrier_Absorb.gif]] | ||
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=== MP Barrier-Related Notetags === | === MP Barrier-Related Notetags === | ||
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+ | [[File:AntiDmgBarrier_DivertMP.gif]] | ||
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=== TP Barrier-Related Notetags === | === TP Barrier-Related Notetags === | ||
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+ | [[File:AntiDmgBarrier_DivertTP.gif]] | ||
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Revision as of 20:19, 8 October 2020
The following are notetags that have been added through this plugin. These notetags will not work with your game if this plugin is OFF or not present.
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Contents
Cancellation Barrier-Related Notetags
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<hitType Barrier Cancel Damage Over: x> <hitType Barrier Cancel Damage Over: formula> - Used for: State Notetags - Turns this state into a Cancellation Barrier that blocks all damage equal to or over a specific amount determined by a formula. - Replace 'hitType' with any of the following: - 'All' for all damage types. - 'Certain Hit' for certain hit damage only. - 'Physical' for physical damage only. - 'Magical' for magical damage only. - 'Element id' for elemental damage that matches the element's 'id'. - 'Element name' for elemental damage that matches the element's name. - Insert multiple element id's or names with commas separating them. - Replace 'x' with a number value to determine the damage threshold that will be blocked by this barrier type. - Replace 'formula' with a calculation that determines how much damage will be the barrier's threshold. - 'user' will refer to the current attacking user. If none is present, then refer to the target. - 'target' will be the battler receiving the damage. Examples: <All Barrier Cancel Damage Over: 1000> <Physical Barrier Cancel Damage Over: 500> <Magical Barrier Cancel Damage Over: user.def + target.mdf> <Element Fire Cancel Damage Over: Math.randomInt(300)> <Element Wind, Ice Barrier Cancel Damage Over: $gameVariables.value(42)>
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<hitType Barrier Cancel Damage Under: x> <hitType Barrier Cancel Damage Under: formula> - Used for: State Notetags - Turns this state into a Cancellation Barrier that blocks all damage equal to or under a specific amount determined by a formula. - Replace 'hitType' with any of the following: - 'All' for all damage types. - 'Certain Hit' for certain hit damage only. - 'Physical' for physical damage only. - 'Magical' for magical damage only. - 'Element id' for elemental damage that matches the element's 'id'. - 'Element name' for elemental damage that matches the element's name. - Insert multiple element id's or names with commas separating them. - Replace 'x' with a number value to determine the damage threshold that will be blocked by this barrier type. - Replace 'formula' with a calculation that determines how much damage will be the barrier's threshold. - 'user' will refer to the current attacking user. If none is present, then refer to the target. - 'target' will be the battler receiving the damage. Examples: <All Barrier Cancel Damage Under: 100> <Physical Barrier Cancel Damage Under: 200> <Magical Barrier Cancel Damage Under: user.def + target.mdf> <Element Fire Barrier Cancel Damage Under: Math.randomInt(500)> <Element Wind, Ice Barrier Cancel Damage Under: $gameVariables.value(42)>
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Nullification Barrier-Related Notetags
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<hitType Nullify Barrier: x> <hitType Nullify Barrier: formula> - Used for: State Notetags - Nullification Barriers block all damage at the cost of one charge. - If a Nullification Barrier runs out of charges, it will automatically remove itself from the battler. - Replace 'hitType' with any of the following: - 'All' for all damage types. - 'Certain Hit' for certain hit damage only. - 'Physical' for physical damage only. - 'Magical' for magical damage only. - 'Element id' for elemental damage that matches the element's 'id'. - 'Element name' for elemental damage that matches the element's name. - Insert multiple element id's or names with commas separating them. - Replace 'x' with a number value to determine the number of charges the Nullification Barrier will have. - Replace 'formula' with a calculation that determines how much damage will be the barrier's charges. - 'user' will refer to the current attacking user. If none is present, then refer to the target. - 'target' will be the battler receiving the damage. - Note! This effect is incompatible with the Absorption Barrier effect and both cannot be placed on the same state. They can, however, be placed on two separate states. Examples: <All Nullify Barrier: 3> <Physical Nullify Barrier: 5> <Magical Nullify Barrier: user.level + target.level> <Element Fire Nullify Barrier: Math.randomInt(10)> <Element Wind, Ice Nullify Barrier: $gameVariables.value(42)>
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<Nullify Barrier Degen: x> <Nullify Barrier Degen: formula> - Used for: State Notetags - This will cause the charges for the Nullification Barrier to decay by a certain amount each regeneration phase. - Replace 'x' with a static number for it to decay by. - Replace 'formula' with a calculation that determines how many charges it will decay by. - 'target' will be the battler the Nullification Barrier is on. Examples: <Nullify Barrier Degen: 1> <Nullify Barrier Degen: Math.randomInt(3)>
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<Nullify Barrier Regen: x> <Nullify Barrier Regen: formula> - Used for: State Notetags - This will cause the charges for the Nullification Barrier to raise by a certain amount each regeneration phase. - Replace 'x' with a static number for it to regen by. - Replace 'formula' with a calculation that determines how many charges it will regen by. - 'target' will be the battler the Nullification Barrier is on. Examples: <Nullify Barrier Regen: 1> <Nullify Barrier Regen: Math.randomInt(3)>
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Reduction Barrier-Related Notetags
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<hitType Reduce Barrier: x%> <hitType Reduce Barrier: formula> - Used for: State Notetags - Turns the state into a Reduction Barrier. Reduction Barriers reduce incoming damage by a percentile. - If a battler has multiple Reduction Barriers, they stack additively. - Replace 'hitType' with any of the following: - 'All' for all damage types. - 'Certain Hit' for certain hit damage only. - 'Physical' for physical damage only. - 'Magical' for magical damage only. - 'Element id' for elemental damage that matches the element's 'id'. - 'Element name' for elemental damage that matches the element's name. - Insert multiple element id's or names with commas separating them. - Replace 'x' with a percentile number indicating the amount of damage it will reduce by. - Replace 'formula' with a calculation that determines the percentage of damage that will be reduced by. - 'user' will refer to the current attacking user. If none is present, then refer to the target. - 'target' will be the battler receiving the damage. Examples: <All Reduce Barrier: 20%> <Physical Reduce Barrier: 40%> <Magical Reduce Barrier: user.hpRate()> <Element Fire Reduce Barrier: Math.random() * 0.50> <Element Wind, Ice Reduce Barrier: $gameVariables.value(42) * 0.01>
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Absorption Barrier-Related Notetags
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<hitType Absorb Barrier: x> <hitType Absorb Barrier: formula> - Used for: State Notetags - Turns the state into an Absorption Barrier which contains a visible barrier that will block damage 1 for 1. - If the Absorption Barrier's value is reduced to 0, it will automatically remove itself. - Replace 'hitType' with any of the following: - 'All' for all damage types. - 'Certain Hit' for certain hit damage only. - 'Physical' for physical damage only. - 'Magical' for magical damage only. - 'Element id' for elemental damage that matches the element's 'id'. - 'Element name' for elemental damage that matches the element's name. - Insert multiple element id's or names with commas separating them. - Replace 'x' with a number value to determine the barrier value the Absorption Barrier state has upon being applied. - Replace 'formula' with a calculation that determines what barrier value Absorption Barrier state has upon being applied. - 'user' will refer to the current attacking user. If none is present, then refer to the target. - 'target' will be the battler receiving the damage. - Note! This effect is incompatible with the Nullification Barrier effect and both cannot be placed on the same state. They can, however, be placed on two separate states. Examples: <All Absorb Barrier: 300> <Physical Absorb Barrier: 500> <Magical Absorb Barrier: user.def + target.mdf> <Element Fire Absorb Barrier: Math.randomInt(1000)> <Element Wind, Ice Absorb Barrier: $gameVariables.value(42)>
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<Absorb Barrier Degen: x> <Absorb Barrier Degen: formula> - Used for: State Notetags - This will cause the barrier for the Absorption Barrier to decay by a certain amount each regeneration phase. - Replace 'x' with a static number for it to decay by. - Replace 'formula' with a calculation that determines how much barrier it will decay by. - 'target' will be the battler the Absorption Barrier is on. Examples: <Absorb Barrier Degen: 1> <Absorb Barrier Degen: Math.randomInt(3)>
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<Absorb Barrier Regen: x> <Absorb Barrier Regen: formula> - Used for: State Notetags - This will cause the barrier for the Absorption Barrier to regen by a certain amount each regeneration phase. - Replace 'x' with a static number for it to regen by. - Replace 'formula' with a calculation that determines how much barrier it will regen by. - 'target' will be the battler the Absorption Barrier is on. Examples: <Absorb Barrier Regen: 1> <Absorb Barrier Regen: Math.randomInt(3)>
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MP Barrier-Related Notetags
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<hitType MP Barrier: x%> <hitType MP Barrier: formula> - Used for: State Notetags - Turns this state into an MP-Dispersion Barrier state where a portion of the incoming damage can be dispersed into the affected battler's MP pool. - Damage will be dispersed 1 for 1 with MP. If there is insufficient MP, the damage dispersion percentile will be reduced to account for MP. - If MP reaches 0, the state will automatically remove itself. - Replace 'hitType' with any of the following: - 'All' for all damage types. - 'Certain Hit' for certain hit damage only. - 'Physical' for physical damage only. - 'Magical' for magical damage only. - 'Element id' for elemental damage that matches the element's 'id'. - 'Element name' for elemental damage that matches the element's name. - Insert multiple element id's or names with commas separating them. - Replace 'x' with a percentile number indicating the amount of damage that is dispersed into the battler's MP pool. - Replace 'formula' with a calculation that determines the percentage of damage that will be dispersed into the MP pool. - 'user' will refer to the current attacking user. If none is present, then refer to the target. - 'target' will be the battler receiving the damage. Examples: <All MP Barrier: 20%> <Physical MP Barrier: 40%> <Magical MP Barrier: user.hpRate()> <Element Fire MP Barrier: Math.random() * 0.50> <Element Wind, Ice MP Barrier: $gameVariables.value(42) * 0.01>
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TP Barrier-Related Notetags
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<hitType TP Barrier: x%> <hitType TP Barrier: formula> - Used for: State Notetags - Turns this state into a TP-Dispersion Barrier state where a portion of the incoming damage can be dispersed into the affected battler's TP pool. - Damage will be dispersed 1 for 1 with TP. If there is insufficient TP, the damage dispersion percentile will be reduced to account for TP. - If TP reaches 0, the state will automatically remove itself. - TP can be generated upon being hit. This gained TP does not apply to the TP-Dispersion Barrier as it is generated after being hit. - Replace 'hitType' with any of the following: - 'All' for all damage types. - 'Certain Hit' for certain hit damage only. - 'Physical' for physical damage only. - 'Magical' for magical damage only. - 'Element id' for elemental damage that matches the element's 'id'. - 'Element name' for elemental damage that matches the element's name. - Insert multiple element id's or names with commas separating them. - Replace 'x' with a percentile number indicating the amount of damage that is dispersed into the battler's TP pool. - Replace 'formula' with a calculation that determines the percentage of damage that will be dispersed into the TP pool. - 'user' will refer to the current attacking user. If none is present, then refer to the target. - 'target' will be the battler receiving the damage. Examples: <All TP Barrier: 20%> <Physical TP Barrier: 40%> <Magical TP Barrier: user.hpRate()> <Element Fire TP Barrier: Math.random() * 0.50> <Element Wind, Ice TP Barrier: $gameVariables.value(42) * 0.01>
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Barrier Bypass-Related Notetags
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<Ignore Barriers> - Used for: Skill, Item Notetags - Causes this skill or item to completely ignore any barriers on the target.
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<Ignore Barriers as User> - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags - If an attacker with this notetag on any of its trait objects attacks a target with barriers, ignore the target's barriers.
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<Ignore Barriers as Target> - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags - If a target battler has this notetag on any of its trait objects receives an attack, any barriers on the target battler will be ignored.
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=== Break State-Related Notetags ===
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<hitType Breaks State> - Used for: State Notetags - If an attack hits a battler with this state and state's notetag, as long as the damage type matches, automatically remove the state. - Replace 'hitType' with any of the following: - 'All' for all damage types. - 'Certain Hit' for certain hit damage only. - 'Physical' for physical damage only. - 'Magical' for magical damage only. - 'Element id' for elemental damage that matches the element's 'id'. - 'Element name' for elemental damage that matches the element's name. - Insert multiple element id's or names with commas separating them. - This can be used for states that aren't barriers. - This occurs before most of the pre-damage phase.
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