Cagnazzo's Tsunami (MV Plugin Tips & Tricks)

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Cagnazzo, a boss from Final Fantasy 4, has an interesting skill. Tsunami takes a couple of turns to charge up. But while it charges up, if the boss is struck by a lightning attack, it will cancel out the charging effect.

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 version of the code here:

Place this inside of the charging state. Modify the code to fit your game.

<Custom Apply Effect>
// Clear the user's current actions.
user.clearActions();
// Create the text for the charging effect.
var text = '<CENTER>' + user.name() + ' will unleash \\c[4]Tsunami\\c[0] in 3 turns.'
// Insert the line of text into the battle log.
SceneManager._scene._logWindow._lines.push(text);
// Create the next line of text.
text = '<CENTER>Attack ' + user.name() + ' with \\c[6]Lightning\\c[0] to cancel it!'
// Insert the line of text into the battle log.
SceneManager._scene._logWindow._lines.push(text);
// Refresh the battle log window to show the added text.
SceneManager._scene._logWindow.refresh();
// Get the number of frames to wait.
var waitframes = 120;
// Add a wait action sequence.
BattleManager._actionList.push(['WAIT', [waitframes]]);
</Custom Apply Effect>

<Custom Leave Effect>
// Get the skill ID of the skill that will launch once the charging is complete.
var skill = 194;
// The target's index. -1 for random. -2 for last target.
var target = -2;
// Set the forced action for the user.
// Queue the forced action.
BattleManager.queueForceAction(user, skill, target);
</Custom Leave Effect>

<Custom Respond Effect>
// Get the element ID of the the attack the target received.
var element = this.item().damage.elementId;
// Check if it is damage based and if the element matches the interrupting element.
if (this.isDamage() && element === 5) {
  // Remove this charging state from the target.
  target.removeState(stateId);
  // The text used to indicate the charging effect was interrupted.
  var text = '<CENTER>' + target.name() + "'s \\c[4]Tsunami\\c[0] is interrupted!"
  // Insert the line of text into the battle log.
  SceneManager._scene._logWindow._lines.push(text);
  // Refresh the battle log window to show the added text.
  SceneManager._scene._logWindow.refresh();
  // Get the number of frames to wait.
  var waitframes = 120;
  // Add a wait action sequence.
  BattleManager._actionList.push(['WAIT', [waitframes]]);
}
</Custom Respond Effect>

Happy charging!