Yanfly Engine Plugins is a plugin library made for RPG Maker MV, a wonderful piece of software to help you make that role playing game of your dreams. You can find out more about RPG Maker MV here.
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!
You can find the copy/paste code here! Copy and paste this into your Thief’s Revenge skill notebox!
MAKE SURE YOU HAVE VARIABLE 1 FREE FOR USAGE! IF NOT, CHANGE IT WITHIN THE CODE!
// Target Core // Calculates the total hits when scaled off AGI. <Custom Target Eval> // Formula to calculate the number of hits achieved. var hits = Math.floor(user.agi / 34); // Set a minimum of 1 hit and a maximum of 5 hits. hits = hits.clamp(1, 5); // Create the variable needed to keep track of damage dealt. this._totalThiefDamage = 0; // Create the variable needed to keep track of current hits. this._currentThiefHits = 0; // Create the variable needed to keep track of total hits. this._totalThiefHits = hits; // Create a loop that adds the target for the skill. while (hits--) { // Add the target into the valid targets pool. targets.push(target); } </Custom Target Eval> // Selection Control // If using Selection Control, this will make the skill a melee skill. <Select Conditions> Front Row Only </Select Conditions> // Skill Core <After Eval> // Get the hit results of the target. var result = target.result(); // Check if the current hit has connected. if (result.isHit()) { // Increase the total damage dealt. this._totalThiefDamage += result.hpDamage; } // Increase the current hit count. this._currentThiefHits += 1; // Check if the current hit count has reached the total hit count. if (this._currentThiefHits >= this._totalThiefHits) { // The rate of how much damage will be healed for the user. var rate = 0.30; // Calculate the heal value. var heal = Math.ceil(this._totalThiefDamage * rate); // Set Variable 1 to contain the heal amount. $gameVariables.setValue(1, heal); } </After Eval> // Action Sequences // Moves user to the front of the enemy. <Whole Action> move user: targets, front, 20 </Whole Action> // For each hit, the user will lunge at the enemy. <Target Action> action animation: target move user: target, base, 10 motion attack: user wait for movement action effect jump user: 100, 20 move user: target, front, 20 face user: forward wait for movement </Target Action> // After all the hits are done, the user jumps backwards and then heals. <Follow Action> jump user: 300%, 60 move user: return, 60 wait for movement animation 41: user wait for animation se: Play Recovery hp +variable 1: user, show </Follow Action>
Happy avenging!
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