Tips & Tricks – Thief’s Revenge (Final Fantasy Record Keeper)

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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