Truthseeker (MV Plugin Tips & Tricks)

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The Truthseeker is a passive ability from Final Fantasy Record Keeper. When the user of the passive has a sword-type weapon equipped, the user will deal more damage overall. Here’s how to recreate 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 Lunatic Mode code into your passive state’s notebox. Change the values to reflect your game’s settings.

<Custom Passive Condition>
// Set the default condition to false.
condition = false;
// Check if the party is in battle.
if ($gameParty.inBattle()) {
  // Check if the user is an actor.
  if (user.isActor()) {
    // Get the sword weapon-type ID
    var swordTypeId = 2;
    // get the user's currently equipped weapons.
    var weapons = user.weapons();
    // Loop through each weapon
    for (var i = 0; i < weapons.length; ++i) {
      // Get the currently looped weapon
      var weapon = weapons[i];
      // Check if the weapon exists and if the weapon's type is a sword
      if (weapon && weapon.wtypeId === swordTypeId) {
        // Set the condition to true
        condition = true;
</Custom Passive Condition>

<Custom Confirm Effect>
// Check if the action dealt HP damage
if (this.isHpEffect() && value > 0) {
  // Calculate the amount of bonus damage dealt
  var bonus = Math.ceil(value * 0.40);
  // Add that to the finalized damage
  value += bonus;
</Custom Confirm Effect>