Black Blood Potion (MV Plugin Tips & Tricks)

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In The Witcher 3, the Black Blood Potion causes any attempts to life steal against the user will make them take HP damage instead until it wears off. 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.


Follow video instructions.

You can grab the copy/paste code here: Place the following code into your Black Blood state’s notebox. Change the values to fit your game’s settings.

<Guard HP Life Steal>

<Custom Respond Effect>
// Check if this is an HP effect and if the target received HP damage.
if (this.isHpEffect() && target.result().hpDamage > 0) {
  // Declare the type of Life steal it is.
  var type = 'hp';
  // Check if it is physical
  if (this.isPhysical()) {
    // And add the Physical type
    type += 'Physical';
  // Check if it is magical
  } else if (this.isMagical()) {
    // And add the Magical type
    type += 'Magical';
  // If it is neither physical or magical
  } else {
    // Then add the certain hit type.
    type += 'Certain';
  // Get the skill's life steal rate.
  var rate = this.getLifeStealRate(target, target.result().hpDamage, 'hp');
  // Add it to the user's life steal rate.
  rate += user.getLifeStealRate(type + 'Rate', target);
  // Get the skill's life steal flat amount.
  var flat = this.getLifeStealFlat(target, target.result().hpDamage, 'hp');
  // Add it to the user's life steal flat amount.
  flat += user.getLifeStealFlat(type + 'Flat', target);
  // Calculate the damage to be dealt.
  var dmg = Math.floor(target.result().hpDamage * rate + flat);
  // If the damage is above zero...
  if (dmg > 0) {
    // Make a copy of the user's current results.
    var result = JsonEx.makeDeepCopy(user._result);
    // Make the user lose HP.
    // Start the damage popup.
    // Start an animation on the user.
    // Clear the user's results.
    // Return the user's results to what they were before.
    user._result = result;
</Custom Respond Effect>

Happy witch hunting!