Damage Dispersion (MV Plugin Tips & Tricks)
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When a unit with the Damage Dispersion passive gets attacked in Bravely Default, the direct damage is reduced by 15% per ally but also spread to those allies. This is a great effect to help keep frail allies alive. Here’s how we can make 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 the passive state’s notebox. Change the values to reflect your game’s settings.
<Custom React Effect> // Check if this dealt HP damage if (this.isHpEffect() && value > 0) { // Get the target's alive allies var group = target.friendsUnit().aliveMembers(); // Calculate the damage to be dispersed var rate = 0.15; // Reduce it by 15% per member other than the user rate = Math.min(rate, 1 / Math.max(1, group.length - 1)); // Round the damage down var dmg = Math.floor(value * rate); // Loop through each member for (var i = 0; i < group.length; ++i) { // Get the currently looped member var member = group[i]; // Check if the member exists and isn't the target if (member && member !== target) { // Lower the damage dealt to the target by the reduced amount value -= dmg; // Play an animation on the looped member member.startAnimation(2); // Make the member lose HP member.gainHp(-dmg); // Play a damage popup member.startDamagePopup(); // Check if the member is dead if (member.isDead()) { // If it is, make the member collapse member.performCollapse(); } // Clear the member's results member.clearResult(); } } // Make sure the damage amount reduced cannot go below 0 value = Math.max(value, 0); } </Custom React Effect>
Enjoy!