EnFire (MV Plugin Tips & Tricks)

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EnFire is a buff in Final Fantasy 11 that grants its user to temporarily imbue the power of Fire damage into their basic attacks, not as a whole, but as added damage. Here’s how to recreate that 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 code below into the EnFire state. Change the values to reflect the settings for your game.

<Custom Confirm Effect>
if (this.isHpEffect() && this.isAttack() && this.isPhysical()) {
  // Get the element ID.
  var elementId = 7;
  // Set the damage for the effect.
  var baseDamage = 20;
  // Calculate the damage after applying the target's element rate.
  var damage = Math.ceil(target.elementRate(elementId) * baseDamage);
  // Make a copy of the target's results.
  var result = JsonEx.makeDeepCopy(target._result);
  // Clear the result.
  target.clearResult();
  // Play an animation on the target.
  target.startAnimation(130);
  // Deduct HP from the target.
  target.gainHp(-damage);
  // Start the damage popup.
  target.startDamagePopup();
  // Check if the target is dead.
  if (target.isDead()) {
    // 
    target.performCollapse();
  }
  target.clearResult();
  target._result = result;
}
</Custom Confirm Effect>

Enjoy!