Black Resonance (MV Plugin Tips & Tricks)

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Today’s Tips & Tricks effect comes from Bravely Default’s Black Mage. For each party member that has the Black Resonance passive ability, Black Magic will amplify its damage proportionally. Here’s how we can create this 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.

About

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.

Instructions

Follow video instructions.

You can grab the copy/paste code here:

Insert the following Lunatic Mode into your state’s notebox. Change the values to reflect your game’s settings!
<Custom Confirm Effect>
// Check if this is a magical skill that deals HP damage
if (this.isSkill() && this.isMagical() && this.isHpEffect() && value > 0) {
  // Make a pool of the skill types
  var skillTypes = [];
  // Insert the skill types you want applied here:
  skillTypes.push(16, 17, 18, 19, 20, 21, 22, 23, 24, 25);
  // Check if the current skill has the skill type
  if (skillTypes.contains(this.item().stypeId)) {
    // Create a count for the number of allies
    var count = 0;
    // Get the currently alive allies
    var allies = user.friendsUnit().aliveMembers();
    // Loop through each ally
    while (allies.length > 0) {
      // Get the currently looped ally
      ally = allies.shift();
      // Check if the ally exists and is affected by this state and if the ally isn't the user
      if (ally && ally.isStateAffected(stateId) && ally !== user) {
        // Increase the count by 0
        count += 1;
      }
    }
    // No allies
    if (count <= 0) {
      var multiplier = 1.00;
    // One ally
    } else if (count === 1) {
      var multiplier = 1.10;
    // Two allies
    } else if (count === 2) {
      var multiplier = 1.15;
    // Three or more
    } else {
      var multiplier = 1.20;
    }
    // Adjust the damage by the multiplier
    value *= multiplier;
    // Round up the damage
    value = Math.ceil(value);
  }
}
</Custom Confirm Effect>

Enjoy!