Tips & Tricks – Healing Fate (Everquest 2) – RPG Maker MV

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In Everquest 2, Healing Fate is an impairment placed on an opponent that will grant Health to the caster and allies when the opponent takes a certain amount of damage. Here’s how to recreate this effect in RPG Maker MV!

You can grab the copy/paste code here: 

Place the following code into the Healing Fate state’s notebox. Change the values in red to fit your game.

<Custom Apply Effect>
// Set the Healing Fate HP damage to 0.
target._healingFateDmg = 0;
</Custom Apply Effect>

<Custom Remove Effect>
// Set the Healing Fate HP damage to 0.
target._healingFateDmg = 0;
</Custom Remove Effect>

<Custom Respond Effect>
// Check if the effect is an HP effect and if the target received HP damage.
if (this.isHpEffect() && target.result().hpDamage > 0) {
  // Increase the target's Healing Fate HP damage by damage received.
  target._healingFateDmg += target.result().hpDamage;
  // Check if the amount of total HP Healing Fate damage exceeds more than 20% of the target's MaxHP.
  if (target._healingFateDmg >= target.mhp * 0.20) {
    // If it does, remove this state.
    target.removeState(stateId);
    // Get all the original caster's allies.
    var members = origin.friendsUnit().aliveMembers();
    // Calculate the amount of HP healed.
    var hpHealed = origin.mdf * 2;
    // Loop through each one of them.
    for (var i = 0; i < members.length; ++i) {
      // Get the currently looped member.
      member = members[i];
      // If the member exists...
      if (member) {
        // Then the member gains the calculated HP.
        member.gainHp(hpHealed);
        // Play an animation on the member.
        member.startAnimation(46);
        // Start the damage popup.
        member.startDamagePopup();
        // Clear the results.
        member.clearResult();
      }
    }
  }
}
</Custom Respond Effect>

Happy healing!

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