Courage of the Colossus (MV Plugin Tips & Tricks)
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Courage of the Colossus is a passive state applicable to tanky League of Legends champions. When the user inflicts a crowd control state on a target, the owner gains shields based on the number of nearby enemies for some amount of turns! Here’s how to recreate this effect in RPG Maker MV! Required PluginsThe 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. AboutThis 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 PluginsThis 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 UsersIf 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. InstructionsFollow video instructions. You can grab the copy/paste code here:
<Custom Initiate Effect> // Set the target states count to 0; this._targetStatesCount = 0; // Check if the target exist. if (target) { // Get the target's current states var states = target.states(); // Loop through each state. for (var i = 0; i < states.length; ++i) { // Get currently looped checked state var checkState = states[i]; // Check if the state exists and if the state is categorized as an ailment if (checkState && checkState.category.contains('AILMENT')) { // Increase the state count by 1 this._targetStatesCount += 1; } } } </Custom Initiate Effect> <Custom Conclude Effect> // Default the target state count to 0 this._targetStatesCount = this._targetStatesCount || 0; // Make current state count to 0 var statesCount = 0; // Check if target exists if (target) { // Get target's currents tates var states = target.states(); // Loop through each state for (var i = 0; i < states.length; ++i) { // Get currently looped state var checkState = states[i]; // Check if currently loop state exists and if the state is categorized as an ailment if (checkState && checkState.category.contains('AILMENT')) { // Increase the state count by 1 statesCount += 1; } } } // Check if the target has NOT gained the barrier effect and if the state count is greater than the target's initial state count if (!this._gainedCourageBarrier && (statesCount > this._targetStatesCount)) { // Set the flag to true for barrier this._gainedCourageBarrier = true; // Calculate the amount of barrier points to give the user var barrier = user.level * 10; // Increase the barrier points per opponent barrier += Math.ceil(user.mhp * 0.07) * user.opponentsUnit().aliveMembers().length; // The number of turns the barrier will last var turns = 5; // Make the user gain the barrier user.gainBarrier(barrier, turns); } </Custom Conclude Effect> Enjoy! |