Kyrie Eleison (MV Plugin Tips & Tricks)

From Wiki
Jump to navigation Jump to search

Welcome to the wiki! This is where you can find resources from, Æ,
VisuStella, Caz Wolf, Fallen Angel Olivia, Atelier Irina, and other affiliated content creators.

Kyrie Eleison is an effect from iRO that blocks either x physical attacks or y damage, based on whichever comes first, then expires. This is a nice way to mitigate damage without it becoming too one-dimensional. Here’s how to recreate the 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.


Follow video instructions.

You can grab the copy/paste code here:

Insert the following code into the state’s notebox. Change the values to reflect the settings of your game.
<Custom Apply Effect>
// The number of hits before the shield wears off.
user._KyrieHits = 10;
// The number of damage before the shield wears off.
user._KyrieHP = Math.floor(user.mhp * 0.30);
// Set the state counter to display HP left.
user.setStateCounter(stateId, user._KyrieHP);
</Custom Apply Effect>

<Custom Remove Effect>
// Remove the number of hits to expire the shield.
user._KyrieHits = undefined;
// Remove the damage needed to expire the shield.
user._KyrieHP = undefined;
// Reset the state counter.
user.setStateCounter(stateId, 0);
</Custom Remove Effect>

<Custom React Effect>
// Check if the action deals HP damage.
if (this.isHpEffect() && value > 0) {
  // Play an animation on the target.
  // Calculate the amount of HP to reduce.
  var reduce = Math.min(value, target._KyrieHP);
  // Reduce that from the value.
  value -= reduce;
  // Reduce that value from the shield amount.
  target._KyrieHP -= reduce;
  // Reduce the hits from the shield count.
  target._KyrieHits -= 1;
  // Set the state counter to reflect the new HP amount left
  target.setStateCounter(stateId, target._KyrieHP);
  // Create a text to display.
  var text = "<CENTER>" + + "'s shield blocks " + reduce + " damage and has " + target._KyrieHits + (target._KyrieHits !== 1 ? " hits" : " hit") + " left."
  // Set the wait time.
  var wait = 90;
  // Display the text.
  BattleManager.addText(text, wait);
// Check if either the shield HP is exhausted or the hits are depleted
if (target._KyrieHP <= 0 || target._KyrieHits <= 0) {
  // Then remove the state.
</Custom React Effect>