Jump (MV Plugin Tips & Tricks)
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Jump, a skill used by Dragoons from the Final Fantasy series, is a skill that launches the user up into the sky for a few turns. After those turns are up, the user lands on the target dealing significant damage. While the user is up in the air, the user becomes unselectable, making the user immune to damage and status effects. 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. NOTE! If you are using ATB or CTB, make sure under Battle Engine Core, you have Timed States and Timed Buffs set to true. This effect should work fine with DTB or any other turn based system. You can grab the copy/paste code here:
// Action Sequences // Setup: Jump animation. <Setup Action> display action camera focus: user zoom: 150% perform start wait: 60 se: Wind1, 80, 150 float user: 495%, 20 opacity user: 0%, 20 wait for float </Setup Action> // Whole: Ensure nothing happens. <Whole Action> </Whole Action> // Target: Flag the target. <Target Action> action effect </Target Action> // Follow: Apply Jump state to user. <Follow Action> add state 159: user </Follow Action> // Finish: Without landing. <Finish Action> clear battle log reset camera reset zoom wait for camera wait for zoom </Finish Action>
// Action Sequence // Setup: Setup landing spot. <Setup Action> clear battle log display action immortal: targets, true move user: target, base, 1 </Setup Action> // Whole: Land and deal damage to all targets. <Whole Action> camera focus: target zoom: 150% wait: 60 motion attack: user opacity user: 100%, 1 float user: 0, 20 wait: 10 animation 2: targets action effect shake screen: 5, 5, 5 wait for animation </Whole Action> // Target: Ensure nothing happens. <Target Action> </Target Action> // Follow: Reset everything. <Follow Action> reset camera reset zoom jump user: 200%, 30 move user: return, 30 wait for movement </Follow Action>
// Selection Control <Cannot Select: All> // Buffs & States Core <Custom Leave Effect> // Get the landing skill. var skill = 200; // Get the last targeted index. var target = -2; // Queue the forced action. BattleManager.queueForceAction(user, skill, target); </Custom Leave Effect> Happy jumping! |