Custom DoT Formula (MV Plugin Tips & Tricks)

From Wiki
Jump to navigation Jump to search

Welcome to the wiki! This is where you can find resources from, Æ,
VisuStella, Caz Wolf, Fallen Angel Olivia, Atelier Irina, and other affiliated content creators.

Sometimes we want deal damage over time status effects to deal a different kind of damage other than percentile damage. Sometimes, a type of damage that is based off the original caster’s stats. Here’s how you can do it 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:

Insert the code below into your custom DoT state’s notebox. Change the values to reflect the settings of your game.
<Custom Apply Effect>
// Calculate the damage to be dealt by the formula.
target._mercuryPoison = Math.ceil(origin.mat * 0.50);
</Custom Apply Effect>

<Custom Remove Effect>
// Remove the damage effect.
target._mercuryPoison = undefined;
</Custom Remove Effect>

<Custom Regenerate Effect>
// Default the DoT formula.
target._mercuryPoison = target._mercuryPoison || Math.ceil(origin.mat * 0.50);
// Play an animation on the target.
// Reduce the target's HP
// Start the damage popup.
// Check if the target is dead.
if (target.isDead()) {
  // Make the target collapse.
// Clear the target's results.
</Custom Regenerate Effect>