Tips & Tricks – Subjugate (League of Legends) – RPG Maker MV

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The Subjugate ability is used by Trundle in League of Legends. It drains a percentage of the target’s HP as well as drains DEF/MDF from the target and for the next few seconds, continues draining HP. We’ll be modifying this effect to fit the turn-based structure for RPG Maker MV! Here’s how we’ll go about it!

You can grab the copy/paste code here: Insert the following Lunatic Mode code into your Subjugate skill’s notebox. Change the values in red to reflect your game’s settings.

<Pre-Damage Eval>
// Set the damage to cap at 9999
value = Math.min(value, 9999);
</Pre-Damage Eval>

<Post-Damage Eval>
// Set the turn duration for buffs
var turns = 4;
// Add DEF buff to user
user.addBuff(3, turns);
// Add MDF buff to user
user.addBuff(5, turns);
// Check if the target was dealt HP damage
if (target.result().hpDamage > 0) {
  // Make the user gain the damage dealt
  user.gainHp(target.result().hpDamage);
  // Start a damage popup on the user.
  user.startDamagePopup();
  // Clear the results
  user.clearResult();
}
// Check if the target's HP is above 0
if (target.hp > 0) {
  // Get the Subjugate Drain state's ID
  var drainStateId = 251;
  // Debuff the target's DEF
  target.addDebuff(3, turns);
  // Debuff the target's MDF
  target.addDebuff(5, turns);
  // Add the drain state to the target
  target.addState(drainStateId);
  // Default the target's subjugate damage to 0.
  target._subjugateDmg = target._subjugateDmg || 0;
  // Set the damage to be dealt across subjugate's duration
  target._subjugateDmg += target.result().hpDamage;
}
</Post-Damage Eval>

Insert the following Lunatic Mode code into your Subjugate Drain state’s notebox. Change the values in red to reflect the settings of your game.

<Custom Regenerate Effect>
// Default the subjugate damage to 0.
user._subjugateDmg = user._subjugateDmg || 0;
// Check if the user is alive and the subjugate damage is above 0.
if (user.isAlive() && user._subjugateDmg > 0) {
  // Get the current turn count for this state.
  var turns = Math.max(1, user.stateTurns(stateId));
  // Calculate the damage to be dealt.
  var dmg = Math.ceil(user._subjugateDmg / turns);
  // Reduce the stored subjugate damage.
  user._subjugateDmg -= dmg;
  // Make the user take the damage.
  user.gainHp(-dmg);
  // Play an animation
  user.startAnimation(4);
  // Show the damage popup
  user.startDamagePopup();
  // Check if the user is dead
  if (user.isDead()) {
    // Then collapse the user
    user.performCollapse();
  }
  // Clear the user's results
  user.clearResult();
  // Check if the origin isn't the user and the origin is alive
  if (origin !== user && origin.isAlive()) {
    // Make the origin gain the HP from subjugate
    origin.gainHp(dmg);
    // Start an animation on the origin
    origin.startAnimation(46);
    // Show a damage popup
    origin.startDamagePopup();
    // Clear the results
    origin.clearResult();
  }
}
</Custom Regenerate Effect>

<Custom Remove Effect>
// Reset the subjugate damage
user._subjugateDmg = 0;
</Custom Remove Effect>

Enjoy!

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