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How can I modify this so that my characters still take damage at normal and it doesn't negate damage? Intend it to be a flat damage reduction instead of a percentage that completely resists damage.

Good evening.

First of all, thanks for purchasing this plugin.

To answer your question: under the 'rules' heading in the plugin parameters, you will find 'Block Resistance' and 'Flat Block Value'. Block resistance is a number that the incoming damage is multiplied by when the defender blocks. By default, it is zero, meaning all damage from the incoming attack is blocked. Set this to 1 and all incoming damage will be left alone.

The second value is the flat amount removed from all successful blocks. It is also set to zero by default, but you'd want to change this, likely. You can also leave it at zero and set the <Block Value: X> note tag on your shields to make some shields block better than others.


~Ramza

Thanks!

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Hey Ramza,

Following the documentation and putting blkrt in custom parameters just shows nothing on status screens and throws an error in the equip scene: "user.getBlockRate is not a function."

Edit:  I didn't change anything other than the filename for the plugin back to the default naming and now it works.  Unsure if that would actually cause it, but seems to be working now so whogaf :D

Separately:  Is there any chance at getting this plugin to display the icon for whatever shield is equipped over the actor during battle either in place of, or in conjunction with the block animation?

Hello there.

Most plugins rely on the .js file having its original name in order to read the plugin parameters. Mine are also like this, so it would've failed loading very early in the load process, likely without throwing any crash errors, and simply would've acted as if the plugin wasn't installed at all. That means the error you were getting from the Visu plugin was correct, that function is not a function - because the plugin which defined it as a function was not loaded :)

For what it's worth, there is a way to make plugin parameters work when renaming the .js file, but it needs to be written in a specific way to allow that, and as it was simply the easier thing to do, I chose not to do that, like most people.

~Ramza

All good, lesson learned :D

On the other topic - would there be an easy way to display the icon used for whatever shield is equipped on top of battle actors when blocks occur?

There isn't currently an easy way to do that. I don't do enough work with sprites to know how to define and draw one like that, unfortunately. I used battle animations for that reason.

However, since every block effect is custom defined, you can modify the definition in the plugin parameters to do anything you want it to. So if you (or someone else) can figure out how to draw an icon at a specific battler's position on the battle scene, based on the iconId of the icon of the shield currently equipped, you can put that into the block effect and have it happen. I don't really have the slightest clue how easy or hard that would be, though, but it's a good place to start, or have someone else start for you.

~Ramza

Got it, thanks for the reply.

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The plugin doesn't work with MK_Core by Aerosys...

Greetings.

This error is happening because both of our plugins are using the constant 'params'. You can edit both of our plugins to use var instead of const and it should stop that from happening. If you swap the order the plugins are loaded in, you'll find his plugin probably throws the same error too.

In my plugin this line is line 627, I'm not sure about his.

~Ramza

Hi, I'm using a translator. Please understand if it reads weird. I tagged the actor <block chance: 100%> <block percent: 70%> and did the same to enemy. But enemy succeeds block and actor fails block. The same thing happens in the demo. Did I miss something?

Actors need something on them that enables block.

<Enables Block> needs to be on an actor, equipment, state, etc to enable to actor to block. Enemies don't have this requirement because they wouldn't normally have a block chance.

(+1)

It's working now! Thank you.

Maybe I am missing something but the motions are not working.

and that is with non chibi  battlers

The sample project has a couple of examples of this working. The default block effect causes the guard motion when the shield animation pops up.


The Parry one uses the attack motion, and specifically calls for it using the motionRequested variable in the codebox.

//makes a melee swing 
motionRequested = "attack" 
value = Ramza.SB.make_damage_value.call(this, target, critical) 
value = this.applyBlockDamageModifier(target, value)

Make sure that the motion request is in quotes as above, so the system knows it's a string.

~Ramza

No dice. Please check  the pics and video  i have here so you can see what I have going on, I  believe I have everything set  up as you stated it    . https://drive.google.com/drive/folders/1_qOA5zwblXDZCNxosQUdTQJ2nC9u6D_A?usp=sha...

If you haven't modified it, the Thorns VSBattleCore effect doesn't have a special battler motion associated with it, so it should use the guard motion. I tested myself in my test project (and found a bug associated with states, btw) and it does show the guard motion with the default battlers.

The picture of your golem battler is larger than a normal one, is it a dragonbones battler or something similar? The process for requesting a motion for one of those might use a different function than I use for a default battler. You might also need to add more wait time for the motion to have time to trigger? Does it work with any normal battlers for you?

The battler I am  using is a  regular sprite sheet (3 frames)

so what I  see, it works with  the playable characters, but not with enemies.....  I upped the SV frames from 12 to 30  for testing

and that is with the  test  project

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Alright, so the issue is actually that there is no provision in the plugin for animated enemies to request a motion at all, so they never do. I believe this was a compatibility concern, as attempting to call a motion on an ordinary battler would cause a crash. I'll have to look into how to enable this for animated enemies, that might take me a bit, but I'm on it.

I added another video to that folder for you to check out

Hi Ramza, just wondering, will the Parry Chance be ported over as well?

Hey there.

The plan is to port it over at some point, but I don't have a timeframe for when. I haven't even tested to see how much changing from the MV version needs to be done to make it work in MZ at this point. I expect it should be relatively easy to port, since it didn't inherently rely on any of the yanfly plugins like the old MV Block Chance plugin did.

Sorry I don't have a better answer for you right now, I have a lot of things on the go at the moment.

~Ramza

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Thanks! Just wanted to check.

Hi Ramza! First of all, amazing plugin! Just what i've been searching for the blocking mecanic!!

Unfortunately when used with the latest VisuStella BattleCore v.1.04 (and with v1.03) it keeps crashing on battle scene, just when the "Block" popup and animation should appear. I tested this updating only the Visus BattleCore in your blocking Demo project and it crashes too. 

Also regarding to show the block rate or pierce in other scenes, just like in the Status window with the VisuStella plugins, I don't know if those params can be made recognizable with the Visus CoreEngine->Extended parameters and Displayed parameters wich draws the Ex-params on other scenes like Equipment for example. I tried to put the 'BLK' or 'SHDPRC' on those just like in the  ElementStatusCore in my ignorance, and it draws the Ui rectangles but nothing shows. 

Hope it can be updated! But other than the VisuStella plugins compatibility,  without them the block feature works perfect (Also congratulations for the Dualwield plugin, purchased both!).

Greetings.

It is unfortunate that the block popup is now causing a crash in the latest version of BattleCore. TBH I had some trouble getting it to play nicely in version 1.0 as well. I had an issue where it would cause an infinite loop instead of perform the block popup. I managed to get around this, but it appears they changed something in a later version for which my fix no longer works. I will look into this once work cools down tonight and get back to you. I should have no issue fixing it on my own, but I might need to get the VS team involved in some sort of compatibility patch.

As for your other suggestion, I honestly had no idea that options to show exparams on other menus existed! I'll see what I can do about getting blk and shdprc added to that. I wonder if this was something that was added in an update.

Thanks,


-Ramza

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Hello again.

I got a chance to look into this just now, and I am baffled as to why it suddenly doesn't work anymore. I enlisted the aid of the VS team, as it's obvious something they changed with how damage popups display in the last couple of version is causing this problem, as it works without BattleCore, and it worked on at least v1.00, honestly I hadn't tested on anything later than that, and I can't seem to access any files between 1.00 and 1.04. 

I tried several things to find where the crash actually happens, or what my plugin specifically is doing to interfere with the popup in BattleCore, but everything points towards an issue in BattleCore itself causing this, as as you know, that plugin is obfuscated.

Yanfly advised that he made a change in an upcoming patch which will come on out Sunday, that may resolve this, or at least stop it from crashing entirely so I can troubleshoot it better. So I will leave it with him for and follow up when that update is out to make sure it's resolved.

As for your other suggestion about the showing of BLK and SHDPRC on the equip scene via the CoreEngine plugin parameters:

I managed to get BLK and SHDPRC to show up correctly on the default equip scene in ItemsEquipsCore, meaning when you have the 'use updated layout' parameter set to false, but it doesn't seem to show on the updated scene. Also, my change apparently causes a crash in the item scene when viewing any item at all, whether the updated scene option is used or not.  (This turned out to be an issue with updated plugins having blank parameters, whoops)

I will continue working on this and get back to you.

Hi again!

Thank you so much for the  quick response and troubleshooting, let's hope that the update from Yanfly and the VS team make this awesome blocking work together again!

Also regarding the BLK and SHDPRC showing on the equipment scene, thanks again for taking a look at it! It will be a great feature if can be shown, but like I said in my first post, VS plugins compatibility apart, your plugin works perfect! Making these updates if possible will made it more amazing :D

Hello again.

I just confirmed that the block popup no longer crashes the project if you update the BattleCore plugin to version 1.05. It now shows a '0' damage popup in addition to the block popup though, which isn't what it does on the default MZ engine, so I will be working on getting that back to working correctly again in the meantime.

Hello again Ramza!

Saw the update too, now is working all together again yay! Thank you so much!