Eval Collection: Force Armor

Yes, it’s that Force Armor.

A force armor will alter incoming damage to never be bigger than a portion of the maximum HP of the target.


♦ YEP_BuffsStatesCore.js

In my case, force armor will cap the damage at 35% of the allies max. HP.



And now we’ll use our force armor!


Now the damage is reduced to 1102 which equals 35% of Malveda’s maximum HP.

The original force armor from Diablo 3 has the property to never absorb any damage that’s bigger than 100% of the target’s life. That means in my case Malveda would have died anyway. Even with the force armor. She only has around 3000 maximum HP and 10000 damage exceeds that by far. I disabled that property for my force armor but if you want it you sure can! Read the instructions below.

If you want to achieve the same effect, use this notetag in your state’s notebox:

<Custom React Effect>
if (value < target.mhp * 1) {
if (value > target.mhp * 0.35) {
value = Math.floor(target.mhp * 0.35)
</Custom React Effect>

Line 2 and 6 are optional! If you decide to keep those lines, your force armor will have the Diablo 3 force armor property of letting damage through that’s bigger than 100% of the actor’s HP. Of course you can alter the value to be something else than 100%. That’s why I put a “* 1” in there to imply that you can play around with it.
By the way, line 2 reads: Only go on if the incoming damage is lower than 100% of the target’s maximum HP. If it’s bigger than 100% the battler won’t be shielded by the force armor.

Line 3 and 4 need adjusting! Be sure to change 0.35 to any other percentage that fits your needs. 1 = 100%, 0.5 = 50%, 0.25 = 25% etc…


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