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Absorb Barriers

Pheonix KageDesu edited this page Mar 24, 2020 · 7 revisions

⚠️ Available since Build 1164

You can add special absorb barrier for any Elements. Barrier have self HP and when your attack is same element as barrier, Damage will go to the health of the barrier, not the health of the enemy. Until the barrier is destroyed. You must use the attack \ skills of another element to make the enemy vulnerable.

On picture you can see that "Bat" have a fire element barrier, also above the Bat HP bar you can see barrier HP bar with element icon.

How set element barrier to enemy

ABS Parameters (Note section):
<barrierElemId:X> - where X - element ID from database
<barrierHp:X> - where X - amount of barrier HP

Example:

This example for Fire element barrier (by default Fire element have ID = 2 in MV database)

How setup attack Element (Skill or Weapon)

Skill:

or Weapon:

How customize barrier UI

See file 📁 data\AABS\ AbsorbBarriers.json, section Parameters

How set different colors and icons for any element

If Element ID have not special visual settings, it will be empty one (default settings)

Open file 📁 data\AABS\ AbsorbBarriers.json

Parameters block with ID = 0 -> defaults settings

Parameters blocks with ID = X -> for Element ID, where X = element ID
(By default AbsorbBarriers.json have setting for Fire Element (id 2))

⚠️ Fields icon and gaugeIcon - pictures, must be in 📁 img\AABS\ (here)

Barrier Damage Mode

⚠️ Available since build 1166

See plugin parameter Piercing Damage for Absorb Barriers?

When ON (true) - > Enemies will also take remaining damage (amount = Damage - remaining barrier HP), after barrier is broken

When OFF (false) (by default) - > Enemies not take any damage, until barrier HP > 0


⚠️ Available since build 1174

How set element barrier to Player

The barrier is applied using State. It is kept until its HP is at zero, or until the state is removed (time, restriction, by damage, etc.). It depends on how you configure the state.

Add this Note's to State, that should apply barrier on player:
<barrierElemId:X>
<barrierHp:X>
See above about this parameters, the same like for enemies