Difference between revisions of "Overheat (MV Plugin Tips & Tricks)"
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Latest revision as of 15:09, 9 July 2019
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VisuStella, Caz Wolf, Fallen Angel Olivia, Atelier Irina, and other affiliated content creators.
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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 PluginsThe 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. AboutThis 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 PluginsThis 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 UsersIf 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. InstructionsFollow video instructions. You can grab the copy/paste code here:
<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
target.startAnimation(107);
// Set the target's HP to 0
target.setHp(0);
// Remove the target's immortal status
target.removeImmortal();
// 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
member.startDamagePopup();
// Check if the member is dead
if (member.isDead()) {
// If it is, collapse the member
member.performCollapse();
}
// Clear the results
member.clearResult();
}
}
}
</Custom Respond Effect>
Enjoy! |








