Tips & Tricks – Organic Deconstruction (League of Legends) – RPG Maker MV

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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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