Attunement (MV Plugin Tips & Tricks)

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Attunement is a passive effect from Final Fantasy Record Keeper. When the passive’s user manages to hit an elemental weakness for an enemy, the user will deal additional bonus damage on top of the already exploited weakness bonus, making striking weaknesses hurt even more! Here’s how to make the effect in RPG Maker MV!

Required Plugins

The following plugin(s) is required to create this Tips & Tricks effect:

For help on how to install plugins, click here.

For help on how to update plugins, click here.


This is a Tips & Tricks effect created for RPG Maker MV. Tips & Tricks are not to be confused with plugins. Instead, they are usually customized code created for the sake of producing unique features/effects that do not require an entire plugin to do.

Yanfly Engine Plugins

This Tips & Tricks effect is made possible due to the Yanfly Engine Plugins library.

Click here if you want to help support Team Yanfly on Patreon.

Warning for RPG Maker MZ Users


If you are using RPG Maker MZ and VisuStella MZ, the following code may or MAY NOT work as this Tips & Tricks is made for RPG Maker MV. VisuStella MZ is NOT responsible if this Tips & Trick does not work because the code base for RPG Maker MV and RPG Maker MZ are different and the code base between Yanfly Engine Plugins and VisuStella MZ is even more drastically different.


Follow video instructions.

You can grab the copy/paste code here:

Place the following Lunatic Mode code into the passive state’s notebox. Change the values to reflect the game’s settings.
<Custom Confirm Effect>
// Check if the action deals HP damage
if (this.isHpEffect() && value > 0) {
  // Get this action's elements
  var elements = this.getItemElements();
  // Loop through each of the elements
  for (var i = 0; i < elements.length; ++i) {
    // Get the currently looped element
    var elementId = elements[i];
    // Check if the target is weak to the element
    if (target.elementRate(elementId) > 1.00) {
      // Set the bonus damage rate to be dealt
      var rate = 1.30;
      // Calculate the new damage value
      value = Math.ceil(value * rate);
      // Break the loop
</Custom Confirm Effect>