Introducing Armor v.3

Back in July I began writing what would become the Leviathan known as Armor v.2, and attempted to explain my reasons in a rambling post regarding the necessity to re-think health and armor. While the core of my intent remains the same, I have tempered my expectations following a healthy dose of REALITY. More specifically, the reality of trying to actually use the mechanic I designed in a standard and intuitive way. Neither of which were easy.

So, reluctantly, I began from scratch and completely re-designed the mechanic. Before I wrote a single line of code, I had made sure that this time, I learned from my mistakes, rather than compounded them!

This is the result.

Normal Defense = ‘Natural’ Armor

I attempted to point out previously, that RPG Maker VXAce has a default implementation of Defense, in the form of parameters that are intended to be used in the damage formulas of the standard skill or item based action. Normally, it would resemble something like this:database_skill_damage_menu In this example, the damage formula is taking into consideration the attackers ATK parameter, and comparing it to the defenders DEF parameter, which is reducing the potential delivered damage.

The result of that formula, then passes on to the Variance value you see there, which says that the total will randomly vary by as much as 20%, either UP or DOWN. Lastly, the result can be a critical hit.

Which will multiply the value by 300% if successful.

My armor mechanic is effectively removing the need to define reduction inside the damage formula.

Instead, all targets have a minimum armor defined by their defense parameters. Every attack is essentially reducing that armor defense, until its gone. At which time, the full force of every attack reduces the targets health.

Taking into consideration the above damage example, imagine if it instead, looked like this:

database_skill_damage_menu_2And the targets ‘DEF’ parameter was instead used to define that targets MINIMUM ARMOR of (b.def * 2).

Now, any attack against that target, this round, will first reduce its armor, instead of its health, until the armor is exhausted. At which point 100% of all damage, reduced the targets health.

This is the most ‘basic’ of the functions of armor, in Armor v.3.

Minimum Armor
As noted above, all targets regardless of their natures, will now have a number of Natural armor points, defined by that targets defense parameters. To more naturally replace the original implementation of defense;

minimum armor is completely restored at the beginning of every turn.

However instead of being automatically reduced from every possible attack (assuming it was included in the formula) that defense is a finite resource that is conditionally applied to incoming damage, if it has not already been exhausted.

Current Armor

Like a battlers health, its current armor will fluctuate depending on several factors. The largest of which is the last time the battler itself acted to increase it.

Like casting a healing spell or resting at an Inn, would increase current health.

Only armor would require repair, or restoration of some kind.

As with the previous armor mechanic, this one maintains the option of making feature objects benefits dependent on the existence of current armor. Imagine a magic ring that grants armor as well as resistance vs. sleep states. However, if the wearers armor is ZERO, the rings sleep resistance does not function. Presumably, the ring is recharging, after having been drained providing the armor that has been exhausted!

It is possible to flag individual or all such features as armor dependent.

Armor Types
Currently there are five different armor types implemented. They are: Natural, Arcane, Divine, Shadow, Entropic. However, more can easily be added, and might just be. As of this moment I am still toying with a sixth armor… But I will leave that for future necessity.

As you can imagine, each type of armor has its own personality, complete with conditions to their use as well as their reaction to specific forms of hit types. Such as a physical or magical hits.

database_skill_invocation_menuTo that end, I have already implemented three additional attack types: Eldritch, Sacred, and Incorporeal. There are more in the works.

Each type of armor reacts very differently to each possible hit type. 

Furthermore there are two armor categories each armor type can belong to. Only one of each category can be manifest at one time.

No more than TWO of any armor types can be active on a battler at a time.

And of those, the most effective armor vs. the incoming attack is applied first. This way, your best defenses are always the first applied, in order to prolong survival.

There are many more details I could go into, but they will have to wait. I will likely be revealing them in due time.


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