plugin-block-generate
This is an old revision of the document!
Table of Contents
MYTH_BlockGenerate is a utility plugin which simulates Block in the style of deckbuilders like Slay the Spire. Block is a defensive resource that can be accumulated by playing cards or having certain items equipped. When damage is dealt to the Actor, Block is deducted first before Health.
This plugin has you select one State as the Block State which is automatically applied to an Actor or Enemy when they have any amount of Block. It includes Notetags and Script Calls (see below) for determining how this Block is gained and lost from different sources.
Current Version: 1.3.1
Parameters
Block States | ||
---|---|---|
State ID | Set this to the ID of this Block State in your Database. If set to None/0, this state will not be valid. | |
Default Initial Valid | Default Initial Block value of this Block State set for all Battlers at Battle Start. If set higher than Max, will be clamped. | |
Default Maximum Value | Default Max Block value for all Battlers at Battle Start. Set to -1 to have no Maximum. | |
Icon Settings | Show on Battlers? | Settings for showing/Hiding the Icon on Actors and Enemies. |
Actor Offset | The X/Y Offsets for the Icon relative to its base position at the Actor. | |
Enemy Offset | The X/Y Offsets for the Icon relative to its base position at the Enemy. | |
Show in Windows? | Settings for showing/hiding the Icon in Actor and Party Status Windows. | |
Font Face | Font Face for the value drawn on the Icon. | |
Font Size | Font Size for the value drawn on the Icon. | |
Log Messages For these parameters you can use the following codes and it will replace them with the relevant values: %1 - Subject %2 - Value %3 - State Name | Show Messages in Log? | If ON, all Messages below will show in the Battle Log. If OFF, none will show. |
Value Gain Text | Log Text Popup when you gain Block Value via Card Action. | |
Value Loss Text | Log Text Popup when you lose Block Value via Card Action. | |
Block State Message | Log Text Popup when the Block State Holds after Damage. | |
Break State Message | Log Text Popup when the Block State Breaks after Damage. | |
Blocked Elements | List of Elements blocked by State, e.g “1, 2, 3” blocks Damage of Elements 1, 2, 3 while the rest will bypass. | |
Allow Damage Popup? | If ON, a Damage Popup is generated to reflect change in Block State. if OFF, no Popup is generated. | |
Popup Color Code | Set the Color of your Damage Popup. For MV, matches with your Damage numbers spritesheet in img/system. |
|
Other Parameters | ||
Multi Block Rule | Set rule for how DMG is dealt when multiple valid Block States are on a target. See Plugin Help File for details. | |
Allow Slip DMG/HP Degen? | If ON, Slip DMG/HP Degen will reduce a Battler's Block before HP. If OFF, Slip DMG/HP Degen ignores Block and reduces HP. | |
Remove State on 0? | If ON, Block States will be removed if you have 0 Block for that State. If OFF, State will persist regardless of value. | |
Resource States | ||
State ID | State of the Resource State. If set to None/0, this state will not be valid. | |
Resource Type | Choose if Icon shows the Battler's HP, MP, or TP. Ignore the drop-down list and use the Text tab to manually input parameters such as ATK, DEF, MAT, etc. | |
Icon Settings | See the Icon Settings for Block States (above) |
Notetags
Notetag Syntax | Database Usage | Description |
---|---|---|
<Init Block [State ID]: X> <Init Block [State Name]: X> | Actors, Enemies | Sets initial Block State of this Actor/Enemy to X at battle start. You may use the name of the Block State instead of the ID (case-insensitive). X can be a negative or positive number. You can use a Game Variable in place of a number using \v[x] text code. |
<Max Block [State ID]: X> <Max Block [State Name]: X> | Actors, Enemies | Sets maximum Block State this Actor/Enemy can have at any one time. |
<Hide Block [State ID]> <Hide Block [State Name]> <Hide All Block> | Actors, Enemies | Hides Icon of a Block State on the Battler's Sprite and Windows. If an ID is not provided or a matching State is not found, it defaults to the first Block State in the list. Hide All Block will hide icons for every ID on the Block State list. |
<Hide Resc [State ID]> <Hide Resc [State Name]> <Hide All Resc> | Actors, Enemies | Hides Icon of a Resource State on the Battler's Sprite and Windows. |
<Ignore Block [State ID]> <Ignore Block [State Name]> | Skills, Items | Damage Formula of these Skills/Items will ignore target's Block State X value and deal their damage directly to HP instead. Useful for “piercing” type Skills/Items. |
<Mod Init Block [State ID]: [+/-]X> <Mode Init Block [State Name]: [+/-]X | Weapons, Armors | Modifies an Actor's Initial Block amount by adding a positive/negative number. Can stack from multiple sources (like different pieces of equipment). |
<Mod Max Block [State ID]: [+/-]X> <Mod Max Block [State Name]: [+/-]X> | Weapons, Armors | Modifies an Actor's Max Block amount by adding a positive/negative number. Can stack from multiple sources (like different pieces of equipment). |
<Change Block [State ID]: [+/-]X> <Change Block [State Name]: [+/-]X> | States | Determines how much an Actor with the State will gain/lose Block at the end of their turn (during the Regenerate Step). Can stack from multiple sources. If there is both Block Gain and Block Loss from multiple States, the values are summed together and applied as a single instance of generation e.g. if State A gains 20 BLOCK each turn and State B loses 40 Block each turn, then an Actor with both State A and B loses 20 Block (+20 - 40 = -20) each turn |
<Fill Block [State ID]> <Fill Block [State Name]> | States | When this State is applied to a Battler, it will set the specified Block State's value to max. Maximul will take the Battler's Maxmimum for that Block State set by their Notetags. If no maximum was provided, will default to Maximum set in parameters. |
<Clear Block [State ID]> <Clear Block [State Name]> | States | When this State is applied to a Battler, the Block State value is set to 0. |
<Negate Block [State ID]> <Negate Block [State Name]> | States | When a State with this Notetag is applied to an actor, Block State is removed and it cannot be applied to the Battler until this State elapses or is removed. |
Script Calls
{battler}.getBlock() | Returns the Battler's current Block value. |
{battler}.setBlock(value, show) | Sets the Battler's Block to value. Show can be true/false depending on whether you want a Damage Popup and Battle Log message to show the change. |
{battler}.addBlock(value, show) | Adds to the Battler's Block. Value can be either positive or negative. If it goes over the Battler's Max or under 0, the value is automatically clamped. Show can be true/false depending on whether you want a Damage Popup and Battle Log message to show the change. |
{battler}.clearBlock(show) | Clears the Battler's Block setting it to 0 and removing the Block State. |
Version History
**v1.3.1** - Improved Message Warning infrastructure. **v1.3.0** - Changed parameters to accomodate multiple Block/Resource States - Changed Notetags, Card Actions and Script Calls to work with new params - Added Param to turn on/off Battle Log Messages for Block States - Added Param to turn on/off Damge Popups for Block States - Added Param letting you set the Damage Popup colors per Block State - Added Param for whether Slip Damage reduces Block value before HP - Added Param to let you set Resource States to HP, MP, TP or others - Added Params to turn on/off State Icons on Actors and Windows - Block Font Color does not change with Actor HP State in Windows - Allowed using State Names instead of ID for Card Actions and Notetags - Changed <Block Change> Notetag syntax to <Change Block> - Added <Fill Block> and <Clear Block> State Notetags - Added support for Variable Input in Card Actions and Notetags **v1.2.0** - Fixed issue with Normal Attack damage type ignoring Block - <Ignore Block> is working again and unaffected by Damage Types - Added new Card Actions for Add Block, Set Block and Clear Block - Fixed bug where Block carried over rounds despite showing it cleared **v1.1.0** - Added in Health Icon in case users want to show both Health and Block on a Battler. Has a Notetags if you want to hide it. - Block and Health values are written to Icons on Actor & Party Windows can set different Fonts for Block and Health Icon text. - Exposed the text for State Messages for Block and Break. Now can be customized. Has differences between MV and MZ. - Added support for Elements. You can now choose which Damage Types the Block State reduces vs which ones are ignored. - Different Icon Offsets can be declared for Actors and Enemies **v1.0.0** - Base Functionality complete! Will probably come back around and do some minor edits once I am done testing this with the CGC Demo Project.
plugin-block-generate.1751581548.txt.gz · Last modified: 2025/07/04 00:25 by isiahgames