Difference between revisions of "Stormflurry (MV Plugin Tips & Tricks)"
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Latest revision as of 18:20, 9 July 2019
VisuStella, Caz Wolf, Fallen Angel Olivia, Atelier Irina, and other affiliated content creators.
Stormflurry is an effect from the World of Warcraft, which when applied to the user, will give skills a small chance to deal additional damage. And then, that additional damage has a small chance to deal additional damage! Yep, you read that right! Damage that deals damage. Here’s how we can recreate that 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 Establish Effect> // Create empty pools for skills and skipp types. var skills = []; var skillTypes = []; // Insert the skills this passive can be used with. skills.push(681, 689, 697, 705, 713, 719); // Insert the skill types this passive can be used with. skillTypes.push(18); // Check if the action is a skill, the skill pool contain the skill or if the skill type pool contains the skill's type if (this.isSkill() && (skills.contains(this.item().id)) || skillTypes.contains(this.item().stypeId)) { // Check if the target exists and has suffered HP damage if (target && target.result() && target.result().hpDamage > 0) { // Make a copy of the target's original action results var originalResult = JsonEx.makeDeepCopy(target._result); // Clear those results target.clearResult(); // Calculate the extra damage var extraDmg = Math.ceil(0.40 * originalResult.hpDamage); // Calculate the success rate to deal extra damage var successRate = 0.20; // Make the number of times struck var struck = 0; // Set the maximum number of times the action can be struck var maxHits = 5; // Make a loop for (;;) { // Check if the target is alive and the action has passed the success rate if (target.isAlive() && Math.random() < successRate) { // Increase the number of times struck by 1 struck += 1; // Make the target receive damage target.gainHp(-extraDmg); // Show the damage popup target.startDamagePopup(); // Check if the target is dead if (target.isDead()) { // Make the target collapse target.performCollapse(); } // Clear the target's results target.clearResult(); // Check if the number of times struck has hit the maximum if (struck >= maxHits) { // If it did, break the loop break; } // If the extra damage success rate fails } else { // Then break the loop break; } } // If the number of times struck is greater than 0 if (struck > 0) { // Then play an animation on the target target.startAnimation(5); } // Revert the target's results back to its original results target._result = originalResult; } } </Custom Establish Effect> Enjoy! |