http://www.yanfly.moe/wiki/index.php?title=Joint_Penalty_(MV_Plugin_Tips_%26_Tricks)&feed=atom&action=historyJoint Penalty (MV Plugin Tips & Tricks) - Revision history2024-03-29T06:34:48ZRevision history for this page on the wikiMediaWiki 1.32.2http://www.yanfly.moe/wiki/index.php?title=Joint_Penalty_(MV_Plugin_Tips_%26_Tricks)&diff=2573&oldid=prevYanfly: Created page with "{{Yanfly Tips & Tricks MV |preview = <youtube>https://www.youtube.com/watch?v=VH2iV079opg</youtube> |desc = From Tree of Savior, the Linker class has a rather unique ability..."2019-07-05T14:40:17Z<p>Created page with "{{Yanfly Tips & Tricks MV |preview = <youtube>https://www.youtube.com/watch?v=VH2iV079opg</youtube> |desc = From Tree of Savior, the Linker class has a rather unique ability..."</p>
<p><b>New page</b></p><div>{{Yanfly Tips & Tricks MV<br />
|preview = <youtube>https://www.youtube.com/watch?v=VH2iV079opg</youtube><br />
<br />
|desc = <br />
From Tree of Savior, the Linker class has a rather unique ability to link allies and enemies. For this video, we’ll be exploring the Joint Penalty skill, which links together enemies. Linked enemies with the Joint Penalty link will split and share any damage they take to other enemies affected by Joint Penalty. This tips & tricks video will show you just how to do that!<br />
<br />
|required = <br />
* [[Battle Engine Core (YEP)|Battle Engine Core]]<br />
* [[Buffs & States Core (YEP)|Buffs & States Core]]<br />
<br />
|instructions =<br />
Follow video instructions.<br />
<br />
; Physical Only Damage<br />
<br />
<pre><br />
<Custom React Effect><br />
// Check if the damage is positive and if it's a physical action.<br />
if (value > 0 && this.isPhysical()) {<br />
// Get the living members of the same party.<br />
var members = target.friendsUnit().aliveMembers();<br />
// Make an empty group to list affected members.<br />
var affected = [];<br />
// We'll go through each member to check them.<br />
for (var i = 0; i < members.length; ++i) {<br />
// Getting the individual member.<br />
var member = members[i];<br />
// Does the member exist and is the member affected by state 91 (the Joint Penalty state)?<br />
if (member && member.isStateAffected(91)) {<br />
// If the member is affected, add it to the affected group.<br />
affected.push(member);<br />
}<br />
}<br />
// Divide up the damage by how many members are affected.<br />
value = Math.ceil(value / affected.length);<br />
// We'll go through each of the affected members now.<br />
for (var i = 0; i < affected.length; ++i) {<br />
// Getting the individual affected member.<br />
var member = affected[i];<br />
// Ignore the effect if the member is the target of attack.<br />
if (member !== target) {<br />
// Let's play animation 12 on the affected member.<br />
member.startAnimation(12);<br />
// The affected member takes damage.<br />
member.gainHp(-value);<br />
// We'll have the affected member reveal a damage popup.<br />
member.startDamagePopup();<br />
// Clear the results of the effect.<br />
member.clearResult();<br />
// Next, check to see if the member is dead.<br />
if (member.isDead()) {<br />
// If the member is dead, we'll make it collapse.<br />
member.performCollapse();<br />
}<br />
}<br />
}<br />
}<br />
</Custom React Effect><br />
</pre><br />
<br />
; Magical Only Damage<br />
<br />
<pre><br />
<Custom React Effect><br />
// Check if the damage is positive and if it's a magical action.<br />
if (value > 0 && this.isMagical()) {<br />
// Get the living members of the same party.<br />
var members = target.friendsUnit().aliveMembers();<br />
// Make an empty group to list affected members.<br />
var affected = [];<br />
// We'll go through each member to check them.<br />
for (var i = 0; i < members.length; ++i) {<br />
// Getting the individual member.<br />
var member = members[i];<br />
// Does the member exist and is the member affected by state 91 (the Joint Penalty state)?<br />
if (member && member.isStateAffected(91)) {<br />
// If the member is affected, add it to the affected group.<br />
affected.push(member);<br />
}<br />
}<br />
// Divide up the damage by how many members are affected.<br />
value = Math.ceil(value / affected.length);<br />
// We'll go through each of the affected members now.<br />
for (var i = 0; i < affected.length; ++i) {<br />
// Getting the individual affected member.<br />
var member = affected[i];<br />
// Ignore the effect if the member is the target of attack.<br />
if (member !== target) {<br />
// Let's play animation 12 on the affected member.<br />
member.startAnimation(12);<br />
// The affected member takes damage.<br />
member.gainHp(-value);<br />
// We'll have the affected member reveal a damage popup.<br />
member.startDamagePopup();<br />
// Clear the results of the effect.<br />
member.clearResult();<br />
// Next, check to see if the member is dead.<br />
if (member.isDead()) {<br />
// If the member is dead, we'll make it collapse.<br />
member.performCollapse();<br />
}<br />
}<br />
}<br />
}<br />
</Custom React Effect><br />
</pre><br />
<br />
; Certain-Hit Only Damage<br />
<br />
<pre><br />
<Custom React Effect><br />
// Check if the damage is positive and if it's a certain hit action.<br />
if (value > 0 && this.isCertainHit()) {<br />
// Get the living members of the same party.<br />
var members = target.friendsUnit().aliveMembers();<br />
// Make an empty group to list affected members.<br />
var affected = [];<br />
// We'll go through each member to check them.<br />
for (var i = 0; i < members.length; ++i) {<br />
// Getting the individual member.<br />
var member = members[i];<br />
// Does the member exist and is the member affected by state 91 (the Joint Penalty state)?<br />
if (member && member.isStateAffected(91)) {<br />
// If the member is affected, add it to the affected group.<br />
affected.push(member);<br />
}<br />
}<br />
// Divide up the damage by how many members are affected.<br />
value = Math.ceil(value / affected.length);<br />
// We'll go through each of the affected members now.<br />
for (var i = 0; i < affected.length; ++i) {<br />
// Getting the individual affected member.<br />
var member = affected[i];<br />
// Ignore the effect if the member is the target of attack.<br />
if (member !== target) {<br />
// Let's play animation 12 on the affected member.<br />
member.startAnimation(12);<br />
// The affected member takes damage.<br />
member.gainHp(-value);<br />
// We'll have the affected member reveal a damage popup.<br />
member.startDamagePopup();<br />
// Clear the results of the effect.<br />
member.clearResult();<br />
// Next, check to see if the member is dead.<br />
if (member.isDead()) {<br />
// If the member is dead, we'll make it collapse.<br />
member.performCollapse();<br />
}<br />
}<br />
}<br />
}<br />
</Custom React Effect><br />
</pre><br />
<br />
; All Damage<br />
<br />
<pre><br />
<Custom React Effect><br />
// Check if the damage is positive.<br />
if (value > 0) {<br />
// Get the living members of the same party.<br />
var members = target.friendsUnit().aliveMembers();<br />
// Make an empty group to list affected members.<br />
var affected = [];<br />
// We'll go through each member to check them.<br />
for (var i = 0; i < members.length; ++i) {<br />
// Getting the individual member.<br />
var member = members[i];<br />
// Does the member exist and is the member affected by state 91 (the Joint Penalty state)?<br />
if (member && member.isStateAffected(91)) {<br />
// If the member is affected, add it to the affected group.<br />
affected.push(member);<br />
}<br />
}<br />
// Divide up the damage by how many members are affected.<br />
value = Math.ceil(value / affected.length);<br />
// We'll go through each of the affected members now.<br />
for (var i = 0; i < affected.length; ++i) {<br />
// Getting the individual affected member.<br />
var member = affected[i];<br />
// Ignore the effect if the member is the target of attack.<br />
if (member !== target) {<br />
// Let's play animation 12 on the affected member.<br />
member.startAnimation(12);<br />
// The affected member takes damage.<br />
member.gainHp(-value);<br />
// We'll have the affected member reveal a damage popup.<br />
member.startDamagePopup();<br />
// Clear the results of the effect.<br />
member.clearResult();<br />
// Next, check to see if the member is dead.<br />
if (member.isDead()) {<br />
// If the member is dead, we'll make it collapse.<br />
member.performCollapse();<br />
}<br />
}<br />
}<br />
}<br />
</Custom React Effect><br />
</pre><br />
<br />
Have fun!<br />
<br />
}}</div>Yanfly