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Organic Deconstruction is a passive ability for the champion Vel’Koz in League of Legends. When Vel’Koz uses a skill against an enemy, it leaves a mark. Basic attacks will extend the mark’s duration. Upon reaching 3 stacks of the mark, the mark is consumed and deals damage to the target foe!~
For the copy/paste code, look here:
BE SURE TO CHANGE THE STAGE1 AND STAGE2 STATE ID’S!
<Custom Confirm Effect>
// The State ID used for stage 1.
var stage1 = 122;
// The Stage ID used for stage 2.
var stage2 = 123;
// Check to see if the action is an attack.
if (this.isAttack()) {
// Check if the target is affected by stage 1.
if (target.isStateAffected(stage1)) {
// Set the number of turns for stage 1 to 3.
target.setStateTurns(stage1, 3);
// Check if the target is affected by stage 2.
} else if (target.isStateAffected(stage2)) {
// Set the number of turns for stage 2 to 3.
target.setStateTurns(stage2, 3);
}
// Check if the action is a skill and if the target and user are on opposite teams.
} else if (this.isSkill() && target.isActor() !== user.isActor()) {
// Check if the target is NOT affected by stage 1 and stage 2.
if (!target.isStateAffected(stage1) && !target.isStateAffected(stage2)) {
// Add stage 1 to the target.
target.addState(stage1);
// Check if the target is affected by stage 1.
} else if (target.isStateAffected(stage1)) {
// Remove stage 1.
target.removeState(stage1);
// Apply stage 2.
target.addState(stage2);
// Check if the target is affected by stage 2.
} else if (target.isStateAffected(stage2)) {
// Remove stage 2.
target.removeState(stage2);
// Calculate the damage to be dealt.
var damage = user.mat * 10;
// Store the damage dealt.
target._deconstructDamage = damage;
}
}
</Custom Confirm Effect>
<Custom Conclude Effect>
// After effects have taken place, check for any stored damage.
if (target._deconstructDamage) {
// Check if the target is alive.
if (target.isAlive()) {
// Play animation 101 on target.
target.startAnimation(101);
// Target takes damage equal to the stored damage.
target.gainHp(-target._deconstructDamage);
// Start the damage popup.
target.startDamagePopup();
// Clear the damage result.
target.clearResult();
// Check if the target is dead.
if (target.isDead()) {
// If the target is dead, make it collapse.
target.performCollapse();
}
}
// Clear the stored damage.
target._deconstructDamage = undefined;
}
</Custom Conclude Effect>
Enjoy marking your opponents!
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