Holy Knight's Pride (MV Plugin Tips & Tricks)

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Holy Knight’s Pride is a passive ability from Final Fantasy Record Keeper. When it’s applied to a user, certain skills that belong to a skill type when used by the user will deal additional damage. Here’s how 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.


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 following code into your Holy Knight’s Pride passive state’s notebox. Change the values to reflect your game’s settings!
<Custom Passive Condition>
// Default the initial condition to false.
condition = false;
// Check if the party is in battle.
if ($gameParty.inBattle()) {
  // Then set the condition to true.
  condition = true;
</Custom Passive Condition>

<Custom Confirm Effect>
// Check if the action is a skill that deals HP damage
if (this.isSkill() && this.isHpEffect() && value > 0) {
  // Get the skill type for Knight skills
  var skillType = 8;
  // Check if this action's skill type matches the Knight skill type ID
  if (this.item().stypeId === skillType) {
    // Calculate the bonus damage dealt
    var bonus = Math.ceil(value * 0.30);
    // Apply the bonus damage
    value += bonus;
</Custom Confirm Effect>