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Today, we have an effect that can be used to remove all status effects of a certain type and place it onto the user instead, then healing each ally for each ailment removed. This effect is immensely useful for supporting characters.
You can grab the copy/paste code here: Insert this into your Absorb Ailments damage formula box:
this._absorbHeal || 0
Insert the following code into the Absorb Ailments skill’s notebox. Alter the values in red to fit your game’s settings.
<Before Eval> // Check if the absorption hasn't begun yet. if (!this._absorbedAllStates) { // Enable the absorption flag. this._absorbedAllStates = true; // Initialize the amount to be healed. this._absorbHeal = 0; // This is how much healing each absorbed state will do. var heal = user.mdf; // Create a list of all the states that can be absorbed. var absorbedStates = []; // Put all the states that will get absorbed here. absorbedStates.push(21, 22, 23, 24, 25, 26, 27, 28, 29, 30); absorbedStates.push(31, 32, 33, 34, 35, 36, 37, 38, 39, 40); // Get the group of alive allies var group = user.friendsUnit().aliveMembers(); // Loop through each member in the group for (var i = 0; i < group.length; ++i) { // Get the currently looped member var member = group[i]; // Check if the member exists and isn't the user if (member && member !== user) { // Loop through each of the absorbable states for (var j = 0; j < absorbedStates.length; ++j) { // Get the currently looped state's ID var id = absorbedStates[j] // Check if the state exists and if the member is affected by it if ($dataStates[id] && member.isStateAffected(id)) { // Get the turns on the state var turns = member.stateTurns(id); // Remove the state from the member member.removeState(id); // Add the state to the user user.addState(id); // Set the turns of it to the user user.setStateTurns(id, turns); // Increase the amount healed this._absorbHeal += heal; } } } } } </Before Eval>
Enjoy!
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