Linken's Ring (MV Plugin Tips & Tricks)

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Linken’s Sphere is a magical item in DOTA2. When worn, the user is granted a magical shield that blocks 1 magical hit. However, this effect will then go on cooldown and will not return until some few turns later. Here’s how we can 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 Lunatic Mode code into your passive state’s notebox. Change the values to reflect your game’s settings.
<Custom Regenerate Effect>
// Default the cooldown for Linken's Sphere to 0
user._linkenCooldown = user._linkenCooldown || 0;
// Reduce the cooldown timer by 1 turn but doesn't go past 0
user._linkenCooldown = Math.ceil(user._linkenCooldown - 1, 0);
</Custom Regenerate Effect>

<Custom Select Effect>
// Default the cooldown for Linken's Sphere to 0
target._linkenCooldown = target._linkenCooldown || 0;
// Check if the cooldown is at 0
if (target._linkenCooldown <= 0) {
  // If it is, check if this actin is a skill that target's an opponent
  if (this.item() && DataManager.isSkill(this.item()) && this.isForOpponent()) {
    // Create a pool of blocked Skill TYPES.
    var blockedtypes = [];
    // Add the skill type ID's to that pool.
    blockedtypes.push(16, 17, 18, 19, 20, 21, 22, 23, 24, 25);
    // Create a pool of blocked individual skills.
    var blockedskills = [];
    // Add the individual skill ID's to that pool.
    blockedskills.push(8, 9, 10);
    // Check if the skill or type is blocked
    if (blockedtypes.contains(this.item().stypeId) || blockedskills.contains(this.item().id)) {
      // Cache the former success rate
      this._formerItemSuccessRate = this.item().successRate;
      // Set the success rate to 0
      this.item().successRate = 0;
      // Start an animation
      // Set the cooldown to 10 turns
      target._linkenCooldown = 10;
</Custom Select Effect>

<Custom Deselect Effect>
// Check if the former success rate has been cached
if (this._formerItemSuccessRate !== undefined) {
  // Reset the success rate
  this.item().successRate = this._formerItemSuccessRate;
</Custom Deselect Effect>