Difference between revisions of "Template:VisuMZ Anti-Damage Barriers Notetags"

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(Cancellation Barrier-Related 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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Cancellation Barrier-Related Notetags

AntiDmgBarrier Cancel.gif

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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)>

---

<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)>

---

Nullification Barrier-Related Notetags

AntiDmgBarrier Null.gif

---

<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)>

---

<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)>

---

<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)>

---

Reduction Barrier-Related Notetags

AntiDmgBarrier Reduction.gif

---

<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>

---

Absorption Barrier-Related Notetags

AntiDmgBarrier Absorb.gif

---

<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)>

---

<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)>

---

<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)>

---

MP Barrier-Related Notetags

AntiDmgBarrier DivertMP.gif

---

<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>

---

TP Barrier-Related Notetags

AntiDmgBarrier DivertTP.gif

---

<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>

---

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.

---

<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.

---

<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.

---

=== 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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