Courage of the Colossus (MV Plugin Tips & Tricks)

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Courage of the Colossus is a passive state applicable to tanky League of Legends champions. When the user inflicts a crowd control state on a target, the owner gains shields based on the number of nearby enemies for some amount of turns! Here’s 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.

About

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

Warning.jpg

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.

Instructions

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 fit your game’s settings.
<Custom Initiate Effect>
// Set the target states count to 0;
this._targetStatesCount = 0;
// Check if the target exist.
if (target) {
  // Get the target's current states
  var states = target.states();
  // Loop through each state.
  for (var i = 0; i < states.length; ++i) {
    // Get currently looped checked state
    var checkState = states[i];
    // Check if the state exists and if the state is categorized as an ailment
    if (checkState && checkState.category.contains('AILMENT')) {
      // Increase the state count by 1
      this._targetStatesCount += 1;
    }
  }
}
</Custom Initiate Effect>

<Custom Conclude Effect>
// Default the target state count to 0
this._targetStatesCount = this._targetStatesCount || 0;
// Make current state count to 0
var statesCount = 0;
// Check if target exists
if (target) {
  // Get target's currents tates
  var states = target.states();
  // Loop through each state
  for (var i = 0; i < states.length; ++i) {
    // Get currently looped state
    var checkState = states[i];
    // Check if currently loop state exists and if the state is categorized as an ailment
    if (checkState && checkState.category.contains('AILMENT')) {
      // Increase the state count by 1
      statesCount += 1;
    }
  }
}
// Check if the target has NOT gained the barrier effect and if the state count is greater than the target's initial state count
if (!this._gainedCourageBarrier && (statesCount > this._targetStatesCount)) {
  // Set the flag to true for barrier
  this._gainedCourageBarrier = true;
  // Calculate the amount of barrier points to give the user
  var barrier = user.level * 10;
  // Increase the barrier points per opponent
  barrier += Math.ceil(user.mhp * 0.07) * user.opponentsUnit().aliveMembers().length;
  // The number of turns the barrier will last
  var turns = 5;
  // Make the user gain the barrier
  user.gainBarrier(barrier, turns);
}
</Custom Conclude Effect>

Enjoy!