Imperial Highblade Shock (MV Plugin Tips & Tricks)

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In the popular mobile game, Final Fantasy Record Keeper, General Leo’s soul break attack attacks all enemies but deals more damage when less are present. In addition to that, it also deals Holy or Non-Elemental damage, depending on which element deals more damage. Here’s how we can create this effect in RPG Maker!

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 code into your Shock skill’s notebox. Change the values to reflect your game’s settings.

<Damage Formula>
// Check if the damage has already been calculated
if (this._calculatedBaseDmg) {
  // Set the damage to the cached amount
  value = this._calculatedBaseDmg;
// Otherwise
} else {
  // Get the total number of enemies
  var totalEnemies = target.friendsUnit().aliveMembers().length;
  // If there is 1 enemy total
  if (totalEnemies === 1) {
    // Use this formula
    this._calculatedBaseDmg = user.atk * 16;
  // If there are 2 enemies in total
  } else if (totalEnemies === 2) {
    // Use this formula
    this._calculatedBaseDmg = user.atk * 8;
  // If there are 3 enemies in total
  } else if (totalEnemies === 3) {
    // Use this formula
    this._calculatedBaseDmg = user.atk * 4;
  // if there are 4 or more
  } else {
    // Use this formula
    this._calculatedBaseDmg = user.atk * 2;
  }
  // Set the value equal to the calculated amount
  value = this._calculatedBaseDmg;
}
</Damage Formula>

// Use multiple elements
<Multiple Elements: 6, 13>
// Set the damage rule to the highest multiplier
<Multi-Element Rule: Highest>

Enjoy!