Duplicity Augments (MV Plugin Tips & Tricks)
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Ever wanted to make an augment that grants a different effect depending if you attach it to a weapon or an armor? Now, you can using this Tips & Tricks for 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: Insert the following notetags into your augment item in the database. Change the values to reflect your game’s settings. Change the values to reflect the attachment type. <Augment Attach Eval: Orb> // Check if the item is a weapon. if (DataManager.isWeapon(item)) { // Then increase HP by 200. item.params[0] += 200; // Otherwise it's an armor... } else { // Then increase MP by 50. item.params[1] += 50; } </Augment Attach Eval: Orb> <Augment Detach Eval: Orb> // Check if the item is a weapon. if (DataManager.isWeapon(item)) { // Then decrease HP by 200. item.params[0] -= 200; // Otherwise it's an armor... } else { // Then decrease MP by 50. item.params[1] -= 50; } </Augment Detach Eval: Orb> Happy attaching! |