Overheat (MV Plugin Tips & Tricks)

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VisuStella, Caz Wolf, Fallen Angel Olivia, Atelier Irina, and other affiliated content creators.

Today we have a rather unique effect. Sometimes, there are enemies that straight up absorb certain elements. But what if there was a limit on how much of that element they can absorb? A fire monster, for example, can only receive so much fire damage before it can no longer contain it, overheat, and then explode! Here’s how we can create that 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:

Place the following into your Overheat passive state’s notebox. Change the values to reflect your game’s settings.
<Element Absorb: Fire>

<Custom React Effect>
// Check if this is an HP effect
if (this.isHpEffect()) {
  // Get the element ID for fire
  var fireElementId = 7;
  // Get the elements used for this action
  var elements = this.getItemElements();
  // Check if the elements used contains fire
  if (elements.contains(fireElementId)) {
    // If it does, increase the target's MaxHP through a buff that lasts 10 turns
    target.addBuff(0, 10);
</Custom React Effect>

<Custom Respond Effect>
// Check if the target's current HP exceeds 200% of its base MaxHP
if (target.hp >= target.paramBase(0) * 2.00) {
  // If it does, set the damage equal to the target's current HP
  var dmg = target.hp;
  // Play an animation on the target
  // Set the target's HP to 0
  // Remove the target's immortal status
  // Get the element ID for fire
  var fireElementId = 7;
  // Get all living battle members on the battlefield
  var members = user.friendsUnit().aliveMembers().concat(target.friendsUnit().aliveMembers());
  // Loop through each of the members
  for (var i = 0; i < members.length; ++i) {
    // Get the currently looped member
    var member = members[i];
    // Check if the member exists
    if (member) {
      // Make the member take fire damage
      member.gainHp(-1 * dmg * member.elementRate(fireElementId));
      // Start the damage popup
      // Check if the member is dead
      if (member.isDead()) {
        // If it is, collapse the member
      // Clear the results
</Custom Respond Effect>