Terrain Advantage (MV Plugin Tips & Tricks)

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

Today’s Tips & Tricks will feature an idea on how to make certain tiles on the map cause different effects in-battle. This can lead to more interesting battles and even change play styles on what tiles to avoid and venture. 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: Insert the following code into your passive state’s terrain notetag. Change the values in the background arrays to fit your game's needs.

<Custom Passive Condition>
// Check if the player is in battle.
if ($gameParty.inBattle()) {
  // Make a list of the allowed background1's that will cause this effect to activate.
  var background1 = ['SF_Factory', 'SF_Factory_Damaged', 'SF_Metal1', 'SF_Metal2', 'SF_Metal2_Damaged', 'SF_MetalLattice'];
  // Make a list of the allowed background2's that will cause this effect to activate.
  var background2 = ['SF_Factory', 'SF_Laboratory', 'SF_Metal'];
  // Get the current spriteset.
  var spriteset = SceneManager._scene._spriteset;
  // Check if the spriteset exists.
  if (spriteset) {
    // If the current background has both backgrounds 1 and 2, then the effect is active.
    condition = background1.contains(spriteset.battleback1Name()) && background2.contains(spriteset.battleback2Name());
  // Otherwise...
  } else {
    // The effect is not active.
    condition = false;
// If the player isn't in battle...
} else {
  // The effect is not active.
  condition = false;
</Custom Passive Condition>

Happy RPG Making!