Damage Over Time Stacking (MV Plugin Tips & Tricks)

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Damage Over Time (DOT) can be done easily with RPG Maker MV itself. However, Damage Over Time Stacking is much harder to do. As a popular mechanic found in MMORPG’s, it’s no surprise that it’d find inspiration to be used in traditional RPG’s either. This Tips & Tricks video will show to recreate 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.

Warning for RPG Maker MZ Users

Warning.jpg

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.

Instructions

Follow video instructions.

You can get the copy/paste code here:

Maximum Stacks version.
<Custom Apply Effect>
// Make sure the stack count exists.
target._stackingPoison = target._stackingPoison || 0;
// Increase the stack count.
target._stackingPoison += 1;
</Custom Apply Effect>

<Custom Remove Effect>
// Reset the stack count.
target._stackingPoison = 0;
</Custom Remove Effect>

<Custom Regenerate Effect>
// Make sure the stack count exists.
target._stackingPoison = target._stackingPoison || 1;
// Sets the maximum amount of stacks to 5.
var stacks = Math.min(5, target._stackingPoison);
// The damage formula used per tick.
var damage = stacks * 100;
// Play poison animation on the target.
target.startAnimation(59);
// Target takes HP damage.
target.gainHp(-damage);
// Play the popup.
target.startDamagePopup();
// Clear the results.
target.clearResult();
// Check if the target is dead.
if (target.isDead()) {
  // If the target is dead, make it collapse.
  target.performCollapse();
}
</Custom Regenerate Effect>
No maximum stacks version.
<Custom Apply Effect>
// Make sure the stack count exists.
target._stackingPoison = target._stackingPoison || 0;
// Increase the stack count.
target._stackingPoison += 1;
</Custom Apply Effect>

<Custom Remove Effect>
// Reset the stack count.
target._stackingPoison = 0;
</Custom Remove Effect>

<Custom Regenerate Effect>
// Make sure the stack count exists.
target._stackingPoison = target._stackingPoison || 1;
// Sets the stacks variable to the stack count.
var stacks = target._stackingPoison
// The damage formula used per tick.
var damage = stacks * 100;
// Play poison animation on the target.
target.startAnimation(59);
// Target takes HP damage.
target.gainHp(-damage);
// Play the popup.
target.startDamagePopup();
// Clear the results.
target.clearResult();
// Check if the target is dead.
if (target.isDead()) {
  // If the target is dead, make it collapse.
  target.performCollapse();
}
</Custom Regenerate Effect>

Happy DOT Stacking!