Post by Warrior on Jan 7, 2021 22:23:03 GMT -8
BATTLE CHIP QOL UPDATE
After a lot of work behind the curtains, major improvements to the Battle Chip code have been implemented that should make references to them much much cleaner, along with rather exciting auto-calculating functions for the Chip Damage (which may lead into more auto-calculating commands later -- a feature that would greatly speed up post times and virtually eliminate mathematical errors during stat battles).
Additionally, I took this time to do some pruning of the Chip System -- the usual "improving the bad, removing the unnecessary", but there was admittedly much less of that this time. You'll get appropriately refunded for the Chips that were removed when this is fully implemented, but for now allow me to showcase the new features of the updated Chip Code.
NOTE -- As with any new code, the system isn't being fully implemented yet. This is, of course, a testing thread (to ensure it doesn't clash with currently existing code in an unforeseen way & to ensure massive usage of the code doesn't result in too heavy page load times). Some additional features may be implemented; voice your concerns if you feel any are missing. As usual, participation in the test will net you some free goodies in return. More info at the bottom of this post.
Also be aware that this plugin is not compatible with the 'Post Preview' tab, as it's currently impossible to make any adjustments to it through a plugin.
BASIC FUNCTIONALITY
Previously, the automated code for Chips would only return their Images and Names, but all other attributes had to be filled in by the user (since they would vary from use to use). Now, the entire chip can be called with the Chip Codes below.
For Stats-Page Format Style:
[::Chip:NameLv#:V#::]
For Battle-Post Format Style:
[::BattleChip:NameLv#:V#::]
* Remember: Just "Chip" for Stats-Formatting; "BattleChip" for Battle-Formatting
* Lv#: Remember that all chips have a Default of Lv1 before upgrades are applied. You must capitalize the "L" in "Lv".
* V#: Indicates the Version of the person using the chip, such as "V1"
{EXAMPLES ::(+)::}
Will return a clickable image+title for the chip:
Will return a block of stats for the chip:
To review and compare the two formats above:
* The Chip's Range is now indicated by an Icon: (C), (S), or (X) for Dual Range
* The Chip's Elements are indicated as Icons as well. You can mouse over them to reveal their actual Name.
* You may also notice that mousing over the Damage portion of the chip will reveal all Damage Calculations on it. More on this later.
* In the Stats Version: A reminder to choose 1 Aimer upon usage of the Chip is shown in orange, as well as the chip's Upgrade Effects in green
* In the Battle Version: The Aimer reminder is removed, as is the Upgrade Scaling since those will be automatically applied to the chip as seen in the example below (this automation will still apply to Stats Versions of Chips as well)
Notice the Chip's Damage is higher and its Effect is now x4 instead of x2:
[::Chip:CannonLv1:V1::]
Will return a clickable image+title for the chip:
[::Chip:CannonLv1:V1::]
(Click the chip name above to hide/reveal the chip info)
(Click the chip name above to hide/reveal the chip info)
[::BattleChip:CannonLv1:V1::]
Will return a block of stats for the chip:
[::BattleChip:CannonLv1:v1::]
To review and compare the two formats above:
* The Chip's Range is now indicated by an Icon: (C), (S), or (X) for Dual Range
* The Chip's Elements are indicated as Icons as well. You can mouse over them to reveal their actual Name.
* You may also notice that mousing over the Damage portion of the chip will reveal all Damage Calculations on it. More on this later.
* In the Stats Version: A reminder to choose 1 Aimer upon usage of the Chip is shown in orange, as well as the chip's Upgrade Effects in green
* In the Battle Version: The Aimer reminder is removed, as is the Upgrade Scaling since those will be automatically applied to the chip as seen in the example below (this automation will still apply to Stats Versions of Chips as well)
[::BattleChip:CannonLv5:V1::]
Notice the Chip's Damage is higher and its Effect is now x4 instead of x2:
[::BattleChip:CannonLv5:v1::]
CASE-BY-CASE AUGMENTATION
Chips won't always do exactly what's shown in their base stats. What if you add some other form of damage to them? What if an Aiming Skill is applied to them?
These variances were what prevented the old Chip Code from being fully functional and instead only fulfilled a pretty unimpressive purpose. These factors are no longer issues, however: you can specify which traits of your chips will be changing on each use by giving more information to the Plugin.
It may end up looking more clunky in extreme cases, but it's still significantly less work than formatting the chip yourself (or even just providing the information raw). The data received is automatically parsed and presented in a way that will also make it easier for your opponent to read, rather than just a big chunk of white (or sometimes colored) text.
Every method of available augmentation will be covered below, using the basic Cannon Chip as our examples.
Every modification to a Chip will be placed after the "V#" section of the Chip and will begin with : as below:
[::BattleChip:CannonLv1:V1:Here::]
Each modification has a designated symbol that will come after the :
Remember that the chip code will always end with ::]
Examples of these will be showcased in the spoiler below
{EXAMPLES ::(+)::}
RANGE
To modify a Chip's Range, use :& and the letter C, S, or X:
[::BattleChip:CannonLv1:V1:&C::]
Range augments will replace the Chip's natural Range.
Like Elements, you can mouse over the Range Icon to see the full name of that Range.
ELEMENT
To add to a Chip's Element, still use :& and the element name:
[::BattleChip:CannonLv1:V1:&Fire::]
Element augments will add to the Chip's natural Elements.
No spaces or dashes are necessary when typing the element's name in the code.
Mathematical expressions are pretty straightforward, just use their regular symbols.
Decimal Numbers are accepted inputs, but no Percentages or Fractions.
ARITHMETIC
For Addition, use :+
[::BattleChip:CannonLv1:V1:+100::]
Subtraction, use :-
[::BattleChip:CannonLv1:V1:-100::]
Multiplication, use :* (you can also use lowercase :x)
[::BattleChip:CannonLv1:V1:*100::]
Division, use :/ (will also accept :\ so the direction of the slash isn't picky)
[::BattleChip:CannonLv1:V1:/100::]
Base Damage Multiplications are possible as well, using :^
[::BattleChip:CannonLv1:V1:^1.5::]
It is recommended that you also include the source of your Modifiers. You can type them plainly after each modifier, but refrain from using anything other than letters A-Z, spaces, single-apostrophes, and dashes:
[::BattleChip:CannonLv1:V1:+100 Power Up::]
Of course, you can include multiple augments to the Chip. Be sure to separate each one with a : as demonstrated below:
[::BattleChip:CannonLv1:V1:+100 Power Up:x2 Cannon's Innate Effect::]
The order you apply the augments doesn't matter; it will be parsed in accordance with MMM's Order of Operations.
All damage augments can be seen by hovering over the Chip's Damage.
Augments without a specified source will be listed as "Unlisted Source".
The Stats-Format of chips will accept modifications to Base Damage, and will calculate damage gained from owner Version and Chip Level, but other Arithmetic functions are ignored.
Including them in your code won't break it, they simply won't be calculated in your stats (mousing over the chip's damage will still indicate that they are recognized, though). This may prove useful for pre-formatting some regular additions to your chips out of battle, since all you will be required to do is add "BattleChip" to the front when you choose to utilize them in combat rather than typing in all of the additions each time. Be aware that any other modification (Elements, Range, Custom Effects, etc) will still be added to the Chip normally in the Stats-Format.
It will likely be more convenient to notate the number of copies you own of a Chip in your stats. As such, there's a Quantifier for the Stats-Format of chips only (this option is not compatible with the Battle-Format of chips).
QUANTITY
Simply add :# and the number representing how many of the chip you own.
Remember to use "Chip" instead of "BattleChip" at the front of the code for this:
[::Chip:CannonLv1:V1:#5::]
Since Aimers are now selected upon use instead of upon purchase, there shouldn't be as many dupes in your inventory (except for similar Chips with different Upgrades).
In battle, you may be fighting against multiple targets. You can specify who you are aiming at with the Targeting addon.
TARGET
Use :@ then a space, then the name of your target:
[::BattleChip:CannonLv1:V1:@ Warrior::]
If you do not use a space between @ and the Target's Name, proboards will assume you are trying to mention a member and may break the code. If you typed the name capitalized and it comes out capitalized, then you're fine:
[For targeting multiple enemies, you can separate their names by a comma rather than feeding a new "@" command to the plugin each time. Similarly, if firing the chip multiple times, you can indicate the number of times it is being used in the Targeting addon as well.
Essentially, you're just typing it the way you want it to show up when formatted. This input is limited to the following characters:
(Any Letter) (Any Number) (Spaces) ' , . - + * \ / % &
Some effects can't be parsed by the plugin or are just non-mathematical by nature. However, because your opponent only needs to be able to read an effect to know how to apply it themself (such as an Aiming Effect, Extra Hits, or Damage-Over-Time), these strings of text can be simply appended to the Chip that's using them to achieve the desired goal. Anything not covered above, then, would be applied to a Chip as a "Custom Effect".
CUSTOM
Start your string with :" and end it with "
[::BattleChip:CannonLv1:V1:"Undodgeable"::]
Once again, multiple custom effects are accepted as long as you separate each one with a : as demonstrated below:
[::BattleChip:CannonLv1:V1:"Cannot be Countered":"Hits All"::]
The entered string will be added to the chip as it is written in your code.
Punctuation is somewhat generous for Custom Effects, but don't go too crazy or you'll break the plugin -- for instance, do not use " at all as it signifies to the plugin when the custom effect ends.
The exact specs of allowed characters is as follows:
(Any Letter) (Any Number) (Spaces) ' , - + * \ / %
For Chips that require the sacrifice of Skill Uses or S-Tier Attacks, utilize a Custom Effect to specify what's being spent to enable that chip.
Additionally, assigning "Lv0" to a Chip will prevent a "Lv." indicator from showing at all.
RANGE
To modify a Chip's Range, use :& and the letter C, S, or X:
[::BattleChip:CannonLv1:V1:&C::]
Range augments will replace the Chip's natural Range.
Like Elements, you can mouse over the Range Icon to see the full name of that Range.
[::BattleChip:CannonLv1:v1:&C::]
ELEMENT
To add to a Chip's Element, still use :& and the element name:
[::BattleChip:CannonLv1:V1:&Fire::]
Element augments will add to the Chip's natural Elements.
No spaces or dashes are necessary when typing the element's name in the code.
[::BattleChip:CannonLv1:v1:&Fire::]
Mathematical expressions are pretty straightforward, just use their regular symbols.
Decimal Numbers are accepted inputs, but no Percentages or Fractions.
ARITHMETIC
For Addition, use :+
[::BattleChip:CannonLv1:V1:+100::]
Subtraction, use :-
[::BattleChip:CannonLv1:V1:-100::]
Multiplication, use :* (you can also use lowercase :x)
[::BattleChip:CannonLv1:V1:*100::]
Division, use :/ (will also accept :\ so the direction of the slash isn't picky)
[::BattleChip:CannonLv1:V1:/100::]
Base Damage Multiplications are possible as well, using :^
[::BattleChip:CannonLv1:V1:^1.5::]
It is recommended that you also include the source of your Modifiers. You can type them plainly after each modifier, but refrain from using anything other than letters A-Z, spaces, single-apostrophes, and dashes:
[::BattleChip:CannonLv1:V1:+100 Power Up::]
Of course, you can include multiple augments to the Chip. Be sure to separate each one with a : as demonstrated below:
[::BattleChip:CannonLv1:V1:+100 Power Up:x2 Cannon's Innate Effect::]
The order you apply the augments doesn't matter; it will be parsed in accordance with MMM's Order of Operations.
All damage augments can be seen by hovering over the Chip's Damage.
Augments without a specified source will be listed as "Unlisted Source".
[::BattleChip:CannonLv1:v1:^1.5 Auxiliary Focus:+250 Power Up:x2 Cannon's Innate Effect:-50 Status:/2 Soak:*1.5::]
The Stats-Format of chips will accept modifications to Base Damage, and will calculate damage gained from owner Version and Chip Level, but other Arithmetic functions are ignored.
[::Chip:CannonLv5:V5:^50 Chip Mastery:-50 Ring of the Dark Advisor::]
Including them in your code won't break it, they simply won't be calculated in your stats (mousing over the chip's damage will still indicate that they are recognized, though). This may prove useful for pre-formatting some regular additions to your chips out of battle, since all you will be required to do is add "BattleChip" to the front when you choose to utilize them in combat rather than typing in all of the additions each time. Be aware that any other modification (Elements, Range, Custom Effects, etc) will still be added to the Chip normally in the Stats-Format.
[::Chip:CannonLv5:V5:^50 Chip Mastery:-50 Ring of the Dark Advisor::]
It will likely be more convenient to notate the number of copies you own of a Chip in your stats. As such, there's a Quantifier for the Stats-Format of chips only (this option is not compatible with the Battle-Format of chips).
QUANTITY
Simply add :# and the number representing how many of the chip you own.
Remember to use "Chip" instead of "BattleChip" at the front of the code for this:
[::Chip:CannonLv1:V1:#5::]
Since Aimers are now selected upon use instead of upon purchase, there shouldn't be as many dupes in your inventory (except for similar Chips with different Upgrades).
[::Chip:CannonLv1:v1:#5::]
In battle, you may be fighting against multiple targets. You can specify who you are aiming at with the Targeting addon.
TARGET
Use :@ then a space, then the name of your target:
[::BattleChip:CannonLv1:V1:@ Warrior::]
If you do not use a space between @ and the Target's Name, proboards will assume you are trying to mention a member and may break the code. If you typed the name capitalized and it comes out capitalized, then you're fine:
[::BattleChip:CannonLv1:v1:@ Warrior::]
[For targeting multiple enemies, you can separate their names by a comma rather than feeding a new "@" command to the plugin each time. Similarly, if firing the chip multiple times, you can indicate the number of times it is being used in the Targeting addon as well.
[::Chip:CannonLv1:V1:@ Warrior, Feint x2::]
Essentially, you're just typing it the way you want it to show up when formatted. This input is limited to the following characters:
(Any Letter) (Any Number) (Spaces) ' , . - + * \ / % &
[::BattleChip:CannonLv1:V1:@ Warrior, Feint x2::]
Some effects can't be parsed by the plugin or are just non-mathematical by nature. However, because your opponent only needs to be able to read an effect to know how to apply it themself (such as an Aiming Effect, Extra Hits, or Damage-Over-Time), these strings of text can be simply appended to the Chip that's using them to achieve the desired goal. Anything not covered above, then, would be applied to a Chip as a "Custom Effect".
CUSTOM
Start your string with :" and end it with "
[::BattleChip:CannonLv1:V1:"Undodgeable"::]
Once again, multiple custom effects are accepted as long as you separate each one with a : as demonstrated below:
[::BattleChip:CannonLv1:V1:"Cannot be Countered":"Hits All"::]
The entered string will be added to the chip as it is written in your code.
Punctuation is somewhat generous for Custom Effects, but don't go too crazy or you'll break the plugin -- for instance, do not use " at all as it signifies to the plugin when the custom effect ends.
The exact specs of allowed characters is as follows:
(Any Letter) (Any Number) (Spaces) ' , - + * \ / %
[::BattleChip:CannonLv1:v1:"Undodgeable, Breaks Shields":"If Hits, User deals +50 Damage for 1 Turn":"Cannot be Mitigated below 50%"::]
For Chips that require the sacrifice of Skill Uses or S-Tier Attacks, utilize a Custom Effect to specify what's being spent to enable that chip.
[::BattleChip:AirShoesLv0:V1:"1 Use spent from Dodging Skill to use this chip"::]
Additionally, assigning "Lv0" to a Chip will prevent a "Lv." indicator from showing at all.
[::BattleChip:AirShoesLv0:v1:"1 Use spent from Dodging Skill to use this chip"::]
EVENT
To ensure the guidelines are easy enough to follow, and that a single page can handle a large demand of auto-formatting, post here fulfilling the following requirements:
Create a 'Cannon' chip that:
- scales to a Version and Upgrade Level of your choosing
- has a different Range than default
- has at least one additional Element
- uses at least three Arithmetic adjustments (with listed Sources)
- in Stats Format, has a Quantity
- in Battle Format, has a Target
- has a Custom Effect
** these can all be the same Chip (minus the Stats/Battle Formats) or separate chips, however you decide to do it.
Rewards (after completing the above task)
- Each Navi you own may claim 5 Red MD (for the current event)

Red Mystery Data
A mystery data only found during seasonal events. Contains Event-Themed Items.
NPC Value: 0z