Organic Deconstruction (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.


Organic Deconstruction is a passive ability for the champion Vel’Koz in League of Legends. When Vel’Koz uses a skill against an enemy, it leaves a mark. Basic attacks will extend the mark’s duration. Upon reaching 3 stacks of the mark, the mark is consumed and deals damage to the target foe!~

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.

For the copy/paste code, look here:

BE SURE TO CHANGE THE STAGE1 AND STAGE2 STATE ID’S!
<Custom Confirm Effect>
// The State ID used for stage 1.
var stage1 = 122;
// The Stage ID used for stage 2.
var stage2 = 123;
// Check to see if the action is an attack.
if (this.isAttack()) {
  // Check if the target is affected by stage 1.
  if (target.isStateAffected(stage1)) {
    // Set the number of turns for stage 1 to 3.
    target.setStateTurns(stage1, 3);
  // Check if the target is affected by stage 2.
  } else if (target.isStateAffected(stage2)) {
    // Set the number of turns for stage 2 to 3.
    target.setStateTurns(stage2, 3);
  }
// Check if the action is a skill and if the target and user are on opposite teams.
} else if (this.isSkill() && target.isActor() !== user.isActor()) {
  // Check if the target is NOT affected by stage 1 and stage 2.
  if (!target.isStateAffected(stage1) && !target.isStateAffected(stage2)) {
    // Add stage 1 to the target.
    target.addState(stage1);
  // Check if the target is affected by stage 1.
  } else if (target.isStateAffected(stage1)) {
    // Remove stage 1.
    target.removeState(stage1);
    // Apply stage 2.
    target.addState(stage2);
  // Check if the target is affected by stage 2.
  } else if (target.isStateAffected(stage2)) {
    // Remove stage 2.
    target.removeState(stage2);
    // Calculate the damage to be dealt.
    var damage = user.mat * 10;
    // Store the damage dealt.
    target._deconstructDamage = damage;
  }
}
</Custom Confirm Effect>
<Custom Conclude Effect>
// After effects have taken place, check for any stored damage.
if (target._deconstructDamage) {
  // Check if the target is alive.
  if (target.isAlive()) {
    // Play animation 101 on target.
    target.startAnimation(101);
    // Target takes damage equal to the stored damage.
    target.gainHp(-target._deconstructDamage);
    // Start the damage popup.
    target.startDamagePopup();
    // Clear the damage result.
    target.clearResult();
    // Check if the target is dead.
    if (target.isDead()) {
      // If the target is dead, make it collapse.
      target.performCollapse();
    }
  }
  // Clear the stored damage.
  target._deconstructDamage = undefined;
}
</Custom Conclude Effect>

Enjoy marking your opponents!