Subdue then Strike (MV Plugin Tips & Tricks)

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Subdue, then Strike is another passive ability from Star Wars: Galaxy of Heroes. If the user didn’t receive damage during the current turn, then, the next turn, the user receives a Speed buff. If the user already has a Speed buff, then the user will also receive an Attack buff. This video will show you how to 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 Turn End Effect>
// Check if the user wasn't hit during the turn
if (!user._subdueStruck) {
  // Play an animation
  // The number of turns for the buffs
  var turns = 3;
  // Check if the user has an AGI buff
  if (user.isBuffAffected(6)) {
    // Add an ATK buff
    user.addBuff(2, turns);
    // Add an AGI buff
    user.addBuff(6, turns);
  } else {
    // Add an AGI buff
    user.addBuff(6, turns);    
// Reset the user struck flag
user._subdueStruck = false;
</Custom Turn End Effect>

<Custom Respond Effect>
// Check if the target took HP damage from the action
if (target.result() && target.result().hpDamage > 0) {
  // Enable a flag to indicate the user has been struck
  target._subdueStruck = true;
</Custom Respond Effect>