Active Defense Core – MV Plugin

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Adds a system that allows the Actors to dodge or counter Enemy attacks through the use of active inputs.


Look at the code or download the Plugin:


Active Defense Core
Version 1.00
SumRndmDde

This plugin adds a new system in side-view battles which allows Players to
have the Actor battler’s dodge Enemy attacks.

This system is known as The Active Defense System.

It only works in side-view battles.

In this plugin, the Active Defense that you can use is the “jump”.
This Active Defense allows the Actor battlers to jump over the enemy
animations at the press of a button.

========================================================================
Setting up the Notetags
========================================================================

If you wish for a Skill to use the Active Defense System, place these
notetags within the Skill’s notebox:

<Active Defense: jump>
<End Active Defense>

In this example, the Active Defense being used is the “jump”.

========================================================================
Setting up Properties
========================================================================

Within the two notetags, you can define speicifc properties per each
Skill.

For example:

<Active Defense: jump>
Jump Speed: 11
<End Active Defense>

If this was within a Skill, it would make it so when the Enemy uses that
Skill the Actor battler’s jump speed is 11.

You can a list of all the properties listed under “Defaults” within
the Parameters.

========================================================================
Setting up Animations
========================================================================

The times where the Player needs to dodge are based on the animations.
By default, the Actor needs to sufficiently be in a position to dodge the
attack in the exact middle of the animation; however, you can also define
“dodge frame” using the notetag in the Animation name:

<ads: x>

For example, if you wanted it to be the 3rd frame, you would do:

<ads: 3>

You can also set it to be multiple frames:

<ads: 1, 2, 3, etc…>

If the Player fails to dodge during every frame, then the Actor will
receive damage.

========================================================================
Animation vs. Action
========================================================================

When using Yanfly’s Action Sequences, keep in mind that you need to use an
animation on the Actor battler to set up the dodge. Once an animation
is played, the Action’s effect can be used.

Also keep in mind that the Actor will continue to use the same results
from the dodge until a new animation is played.

Also keep in mind if multiple animations are played, the last one will be
the one that influences the results.

========================================================================
Global Variables
========================================================================

Here’s a list of all the global variables available to be used:

$ActiveDefense.power

Returns 1 for a dodge and 0 for a hit.

$ActiveDefense.type

Returns the current Active Defense type.
For example, it may return ‘jump’.

$ActiveDefense.item

Returns the current Active Defense Database Item object.


Screenshot:

active-defense-core-ss

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