Stockpile Spit Up (MV Plugin Tips & Tricks)

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In the previous videos, we explained how to create the Stockpile ability and make an ability to use Stockpile stacks to heal the user. Today, we’ll cover how to make an ability utilize the Stockpile stacks to deal damage, but with a twist of using different damage formulas per stack! Here’s how we’ll make this effect!

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 following Lunatic Mode code into the skill’s notebox. Change the values to fit your game’s settings.
<Damage Formula>
// Check if the stockpile damage hasn't already been calculated
if (!this._stockpileDmg) {
  // Default the user's stockpile stacks to 1
  a._stockpile = a._stockpile || 1;
  // If the stockpile stack is 1
  if (a._stockpile === 1) {
    // Use this formula
    this._stockpileDmg = a.atk * 4;
  // If the stockpile stack is 2
  } else if (a._stockpile === 2) {
    // Use this formula
    this._stockpileDmg = a.atk * 8;
  // Otherwise if it's more
  } else {
    // Use this formula
    this._stockpileDmg = a.atk * 16;
  }
}
// Set the damage equal to the calculated damage
value = this._stockpileDmg;
</Damage Formula>

<Custom Requirement>
// Default the user's stockpile stacks to 0
user._stockpile = user._stockpile || 0;
// If the user is at 0 stacks
if (user._stockpile <= 0) {
  // The skill will be disabled
  value = false;
}
</Custom Requirement>

<After Eval>
// Remove the stockpile state
user.removeState(312);
</After Eval>

Enjoy!