http://www.yanfly.moe/wiki/index.php?title=Thief%27s_Revenge_(MV_Plugin_Tips_%26_Tricks)&feed=atom&action=historyThief's Revenge (MV Plugin Tips & Tricks) - Revision history2024-03-29T06:13:38ZRevision history for this page on the wikiMediaWiki 1.32.2http://www.yanfly.moe/wiki/index.php?title=Thief%27s_Revenge_(MV_Plugin_Tips_%26_Tricks)&diff=2635&oldid=prevYanfly: Created page with "{{Yanfly Tips & Tricks MV |preview = <youtube>https://www.youtube.com/watch?v=BKLAtUPgW2M</youtube> |desc = Thief’s Revenge is a skill from Final Fantasy Record Keeper. It..."2019-07-05T15:29:36Z<p>Created page with "{{Yanfly Tips & Tricks MV |preview = <youtube>https://www.youtube.com/watch?v=BKLAtUPgW2M</youtube> |desc = Thief’s Revenge is a skill from Final Fantasy Record Keeper. It..."</p>
<p><b>New page</b></p><div>{{Yanfly Tips & Tricks MV<br />
|preview = <youtube>https://www.youtube.com/watch?v=BKLAtUPgW2M</youtube><br />
<br />
|desc = <br />
Thief’s Revenge is a skill from Final Fantasy Record Keeper. It’s a skill that scales the number of hits off its user’s speed and then absorbs a portion of the damage dealt as HP! Using a large combination of plugins, you can pull off this skill in RPG Maker MV, too!<br />
<br />
|required = <br />
* [[Battle Engine Core (YEP)|Battle Engine Core]]<br />
* [[Action Sequence Pack 1 (YEP)|Action Sequence Pack 1]]<br />
* [[Action Sequence Pack 2 (YEP)|Action Sequence Pack 2]]<br />
* [[Action Sequence Pack 3 (YEP)|Action Sequence Pack 3]]<br />
* [[Skill Core (YEP)|Skill Core]]<br />
* [[Target Core (YEP)|Target Core]]<br />
<br />
|instructions =<br />
Follow video instructions.<br />
<br />
You can find the copy/paste code here! Copy and paste this into your Thief’s Revenge skill notebox!<br />
<br />
; MAKE SURE YOU HAVE VARIABLE 1 FREE FOR USAGE! IF NOT, CHANGE IT WITHIN THE CODE!<br />
<br />
<pre><br />
// Target Core<br />
// Calculates the total hits when scaled off AGI.<br />
<br />
<Custom Target Eval><br />
// Formula to calculate the number of hits achieved.<br />
var hits = Math.floor(user.agi / 34);<br />
// Set a minimum of 1 hit and a maximum of 5 hits.<br />
hits = hits.clamp(1, 5);<br />
// Create the variable needed to keep track of damage dealt.<br />
this._totalThiefDamage = 0;<br />
// Create the variable needed to keep track of current hits.<br />
this._currentThiefHits = 0;<br />
// Create the variable needed to keep track of total hits.<br />
this._totalThiefHits = hits;<br />
// Create a loop that adds the target for the skill.<br />
while (hits--) {<br />
// Add the target into the valid targets pool.<br />
targets.push(target);<br />
}<br />
</Custom Target Eval><br />
<br />
// Selection Control<br />
// If using Selection Control, this will make the skill a melee skill.<br />
<br />
<Select Conditions><br />
Front Row Only<br />
</Select Conditions><br />
<br />
// Skill Core<br />
<br />
<After Eval><br />
// Get the hit results of the target.<br />
var result = target.result();<br />
// Check if the current hit has connected.<br />
if (result.isHit()) {<br />
// Increase the total damage dealt.<br />
this._totalThiefDamage += result.hpDamage;<br />
}<br />
// Increase the current hit count.<br />
this._currentThiefHits += 1;<br />
// Check if the current hit count has reached the total hit count.<br />
if (this._currentThiefHits >= this._totalThiefHits) {<br />
// The rate of how much damage will be healed for the user.<br />
var rate = 0.30;<br />
// Calculate the heal value.<br />
var heal = Math.ceil(this._totalThiefDamage * rate);<br />
// Set Variable 1 to contain the heal amount.<br />
$gameVariables.setValue(1, heal);<br />
}<br />
</After Eval><br />
<br />
// Action Sequences<br />
<br />
// Moves user to the front of the enemy.<br />
<Whole Action><br />
move user: targets, front, 20<br />
</Whole Action><br />
<br />
// For each hit, the user will lunge at the enemy.<br />
<Target Action><br />
action animation: target<br />
move user: target, base, 10<br />
motion attack: user<br />
wait for movement<br />
action effect<br />
jump user: 100, 20<br />
move user: target, front, 20<br />
face user: forward<br />
wait for movement<br />
</Target Action><br />
<br />
// After all the hits are done, the user jumps backwards and then heals.<br />
<Follow Action><br />
jump user: 300%, 60<br />
move user: return, 60<br />
wait for movement<br />
animation 41: user<br />
wait for animation<br />
se: Play Recovery<br />
hp +variable 1: user, show<br />
</Follow Action><br />
</pre><br />
<br />
Happy avenging!<br />
<br />
}}</div>Yanfly