False Promise (MV Plugin Tips & Tricks)

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The Oracle, from DotA2, has a unique ability to delay direct damage and healing until after an effect is over allowing for a myriad of applications! Here is how you can recreate such an 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.

Place this inside of your False Promise state. Change the values below to fit your game.

// To prevent infinitely reapplying the effect and making a target invulnerable to direct damage.
<Reapply Ignore Turns>

<Custom Apply Effect>
// Sets the default promised damage to 0 if it is undefined.
target._promisedDmg = target._promisedDmg || 0;
</Custom Apply Effect>

<Custom React Effect>
// If the receiving action is an HP damage effect...
if (this.isHpEffect()) {
  // Sets the default promised damage to 0 if it is undefined.
  target._promisedDmg = target._promisedDmg || 0;
  // If the damage is positive...
  if (value > 0) {
    // Then, add it to the promised damage value.
    target._promisedDmg += value;
  // If the damage isn't positive...
  } else {
    // Then, double it as healing.
    target._promisedDmg += value * 2;
  }
  // Set the received damage to 0.
  value = 0;
}
</Custom React Effect>

<Custom Remove Effect>
// Sets the default promised damage to 0 if it is undefined.
target._promisedDmg = target._promisedDmg || 0;
// If the promised damage is positive...
if (target._promisedDmg > 0) {
  // Then play a damage animation.
  target.startAnimation(11);
// If it isn't positive...
} else {
  // Then play a healing animation.
  target.startAnimation(41);
}
// Alter the target's HP based on the damage received.
target.gainHp(-target._promisedDmg);
// Start the damage popup.
target.startDamagePopup();
// Clear the target's result.
target.clearResult();
// If the target is dead...
if (target.isDead()) {
  // Play the collapse animation on the target.
  target.performCollapse();
}
target._promisedDmg = undefined;
</Custom Remove Effect>

Happy promising!