Piercing Arrow (MV Plugin Tips & Tricks)

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Piercing Arrow is a skill that strikes the first target and then proceeds to hit enemies in rows behind that target. When striking a a new target in the row after, it will deal less damage per hit, too. Here’s how to make 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.

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:

Copy this code into the notebox of your Piercing Arrow skill. Change the values to fit your game’s settings.

<Custom Target Eval>
// Get the target's current row.
var row = target.row();
// Get the target's allies.
var group = target.friendsUnit();
// Loop through each of the rows in your game.
for (var i = row; i <= Yanfly.Param.RowMaximum; ++i) {
  // Get the members of the row's alive members.
  var members = group.rowAliveMembers(i);
  // Check if the member group is larger than 0.
  if (members.length > 0) {
    // Add a random target from that group.
    targets.push(members[Math.floor(Math.random() * members.length)]);
</Custom Target Eval>

<Damage Formula>
// Default the chain multiplier to 1.
this._chainmultiplier = this._chainmultiplier || 1.0;
// Calculate the damage formula.
value = user.atk + user.agi;
// Apply multiplier to damage formula.
value *= this._chainmultiplier;
// Reduce the multiplier by 0.15 per target.
this._chainmultiplier -= 0.15;
</Damage Formula>