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.
Undo is a skill effect from the Exorcist class of Bravely Default. It lets you revert the HP or MP values of a target to what it was a turn (or a few) ago! If the target had more HP, it will become exactly that. If the target had less, it will also become exactly that!
You can grab the copy/paste code here: Insert the following code into the Undo Global state.
<Custom Battle Effect> // When a new battle starts, up to three turns of information regarding the HP of the actor will be stored. user._undoHp0 = user.hp; user._undoHp1 = user.hp; user._undoHp2 = user.hp; user._undoHp3 = user.hp; </Custom Battle Effect> <Custom Turn End Effect> // At the end of each turn, apply the information of the previous turn to keep it up to date. user._undoHp3 = user._undoHp2; user._undoHp2 = user._undoHp1; user._undoHp1 = user._undoHp0; user._undoHp0 = user.hp; </Custom Turn End Effect>
Insert the following code into your Undo HP skill’s notebox. Change the values in red as needed.
<Before Eval> // This is the state ID of the Undo Deux state. var undo2 = 202; // This is the state ID of the Undo Trois state. var undo3 = 203; // Check if the user is affected by Undo Trois. if (user.isStateAffected(undo3)) { // Then get the range of the target's HP 3 turns ago. var range = target._undoHp3; // Check if the user is affected by Undo Deux. } else if (user.isStateAffected(undo2)) { // Then get the range of the target's HP 2 turns ago. var range = target._undoHp2; // Otherwise... } else { // Get the range of the target's HP 1 turn ago. var range = target._undoHp1; } // Get the difference of the target range and the target's current HP. var hp = range - target.hp; // Alter the target's HP. target.gainHp(hp); // Start the damage popup. target.startDamagePopup(); // Check if the target is dead. if (target.isDead()) { // If the target is dead, make the target collapse. target.performCollapse(); } // Clear the target's results. target.clearResult(); </Before Eval>
Enjoy!
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