Stagger (MV Plugin Tips & Tricks)
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Stagger is a passive effect in the World of WarCraft that delays received damage across a few turns as a damage over time. While the character will still receive the same damage in the long run, the character will still be tankier by receiving less in the moment. Here’s how to recreate the effect in 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:
<Custom React Effect> // Check if the action dealt physical damage. if (this.isPhysical() && this.isHpEffect() && value > 0) { // Default the target's staggered damage to 0. target._staggerDmg = target._staggerDmg || 0; // Calculate the amount of damage to reduce. var reduce = Math.ceil(value * 0.35); // Reduce that amount of damage from the actual damage. value -= reduce; // Add the Staggered Damage state. target.addState(162); // Increase the target's staggered damage amount by the amount reduced. target._staggerDmg += reduce; } </Custom React Effect>
<Custom Regenerate Effect> // Default the user's staggered damage to 0. user._staggerDmg = user._staggerDmg || 0; // Check if the user is alive and has staggered damage left. if (user.isAlive() && user._staggerDmg > 0) { // Calculate the number of turns remaining for staggered damage. var turns = Math.max(1, user.stateTurns(stateId)); // Calculate the amount of damage to deal this turn. var dmg = Math.ceil(user._staggerDmg / turns); // Reduce the user's staggered damage by that amount. user._staggerDmg -= dmg; // Reduce the user's HP by that amount. user.gainHp(-dmg); // Show an animation. user.startAnimation(2); // Display the damage popup. user.startDamagePopup(); // Clear the user's results. user.clearResult(); // Check if the user is dead. if (user.isDead()) { // If so, then collapse the user. user.performCollapse(); } } </Custom Regenerate Effect> <Custom Remove Effect> // Reset the staggered damage to 0. user._staggerDmg = 0; </Custom Remove Effect> Happy staggering! |