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Hello there.

Block Chance should be loaded directly after YEP_BattleEngineCore. Move it in the list to be between that and dual wield.

Also, from the other comment, your shield does not have a note tag that gives it the block state. The plugin parameters specify a state ID to be the 'block state', if an actor is not afflicted with that state, their block chance is always zero.

Parry does not have that limitation, so it is working normally. Add a <passive state: x> to the shield, and set the ID for the block state in the plugin parameters to whatever you used for x.

Then make sure you paste the block state note tags into the state, because the state is where the actual blocking happens. The tag is in the plugin help documentation, or also there's a .txt file available for download that has the default one in it.

Without the state on the actor, a block can't happen, and if the actor has the state, but the state doesn't have that note tag on it, the block will "happen" but since the state note tags are what does everything, nothing will actually happen, no animation, no damage reduction, etc.

Again, parry works normally because it doesn't have a required state to work, and the note tags that would be on that state are in a notebox in the plugin parameters instead.

Thanks for the quick response; I think it is working now!

I got this plugin before I got passive states to work, and I don't think I read it carefully enough. The readme info doesn't seem to explicitly mention that the passive state plugin is needed. It says YEP BattleEngineCore & YEP BuffsStatesCore is needed right away.

Technically, it isn't needed per se, you just need to make it so that an actor that should be able to block has the block state on them. There are ways to do that without using passive states, but that is the most simple way to do it.

With the power of hindsight, and two more years of experience, there are definitely things I would do different, and in fact, have done differently with the MZ version of this plugin. Alas, porting those changes to the MV version is probably inadvisable due to the number of changes users would have to make to get it working again.

~Ramza

(+1)

That makes sense. I appreciate your work. Thanks for making something that so many games should have!