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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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