Leech Seed (MV Plugin Tips & Tricks)

From Yanfly.moe Wiki
Jump to navigation Jump to search

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


Leech Seed is a skill from Pokémon that allows the user to drain 1/8th of the target’s current HP each turn and heal it for itself. Learn how to recreate this skill 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.

Grab the copy/paste code here
For those who would like uncapped damage:
<Custom Regenerate Effect>
// Check if the original caster isn't the target and that the original target is alive.
if (origin !== target && origin.isAlive()) {
  // Determine the damage dealt.
  var damage = target.hp / 8;
  // Round up the damage.
  damage = Math.ceil(damage);
  // Play the healing animation on the original caster.
  origin.startAnimation(46);
  // Original caster gains HP.
  origin.gainHp(damage);
  // Show the HP gained.
  origin.startDamagePopup();
  // Clears the original caster's HP popup.
  origin.clearResult();
  // Play the poison animation on the target.
  target.startAnimation(59);
  // Damage the target's HP.
  target.gainHp(-damage);
  // Check if the target is dead.
  if (target.isDead()) {
  // If the target is dead, make it collapse.
    target.performCollapse();
  }
}
</Custom Regenerate Effect>
For those who would like capped damage
<Custom Regenerate Effect>
// Check if the original caster isn't the target and that the original target is alive.
if (origin !== target && origin.isAlive()) {
  // Determine the damage dealt.
  var damage = target.hp / 8;
  // Round up the damage.
  damage = Math.ceil(damage);
  // Cap the damage to 500.
  damage = Math.min(500, damage);
  // Play the healing animation on the original caster.
  origin.startAnimation(46);
  // Original caster gains HP.
  origin.gainHp(damage);
  // Show the HP gained.
  origin.startDamagePopup();
  // Clears the original caster's HP popup.
  origin.clearResult();
  // Play the poison animation on the target.
  target.startAnimation(59);
  // Damage the target's HP.
  target.gainHp(-damage);
  // Check if the target is dead.
  if (target.isDead()) {
  // If the target is dead, make it collapse.
    target.performCollapse();
  }
}
</Custom Regenerate Effect>

Happy RPG Making!