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The Fire Aura, from Mega Man Battle Network, nullifies damage until broken. It will block all damage under a certain threshhold until the damage overcomes the aura or if a certain element is used to pierce the aura. Here’s how to make this effect in RPG Maker MV!
You can grab the copy/paste code here: Insert the following notetags into your Fire Aura state’s notebox. Change the values in red to reflect the settings of your game.
<Custom Apply Effect> // Calculate the threshhold for the effect var threshhold = Math.ceil(target.mhp * 0.10); // Set the state counter to display the threshhold target.setStateCounter(stateId, threshhold); // Create the text stating the effect's threshhold var text = '<CENTER>\\c[4]' + state.name + '\\c[0] blocks damage under \\c[4]' + threshhold + '\\c[0]!'; // Set the wait time for the message var wait = 60; // Display the text. BattleManager.addText(text, wait); // Select which elements will pierce the barrier var pierceElements = [10, 12]; // Create an empty slot for the element text var elementNames = ''; // Loop through the text while (pierceElements.length > 0) { // Get the currently looped element var elementId = pierceElements.shift(); // Add the name to the list elementNames += '\\c[4]' + $dataSystem.elements[elementId] + '\\c[0]'; // Check if the length of the elements remaining exceeds 0 if (pierceElements.length > 0) { // Add a comma elementNames += ', '; } }; // Create a text explaining what elements can pierce the effect text = '<CENTER>Deal more than \\c[4]' + threshhold + '\\c[0] damage or ' + elementNames + ' damage to break barrier!' // Display the text BattleManager.addText(text, 0); </Custom Apply Effect> <Custom Regenerate Effect> // Calculate the threshhold var threshhold = Math.ceil(target.mhp * 0.10); // Display the threshhold on the state target.setStateCounter(stateId, threshhold); </Custom Regenerate Effect> <Custom React Effect> // Check if the action deals HP damage if (this.isHpEffect() && value > 0) { // Get the elements that can pierce the effect var pierceElements = [10, 12]; // Calculate the threshhold var threshhold = Math.ceil(target.mhp * 0.10); // Get the current elements of the action var elements = this.getItemElements(); // Check if the effect was pierced by damage alone var pierced = value > threshhold; // Create an empty text for the elements. var elementNames = ''; // If the effect wasn't pierced if (!pierced) { // Create a loop through the elements while (pierceElements.length > 0) { // Get the currently looped element var elementId = pierceElements.shift(); // Check if the action elements contain a piercing element if (elements.contains(elementId)) { // If it does, set it to true pierced = true; } // Add the element name elementNames += '\\c[4]' + $dataSystem.elements[elementId] + '\\c[0]'; // If the looped elements still has something left if (pierceElements.length > 0) { // ... Then add a comma elementNames += ', '; } } } // Create a text to be displayed var text = '<CENTER>\\c[4]' + state.name + '\\c[0]'; // Set the wait time var wait = 60; // Check if the effect was pierced if (pierced) { // If it is, remove the state target.removeState(stateId); // And state that it was pierced text += ' has been pierced!'; // Display the text BattleManager.addText(text, wait); } else { // If it wasn't, then set the damage to 0 value = 0; // Start a barrier animation target.startAnimation(53); // Display the text stating how much damage it blocks text += ' blocks damage under \\c[4]' + threshhold + '\\c[0]!'; // Add the text BattleManager.addText(text, wait); // Create a new line stating how to pierce the effect text = '<CENTER>Deal more than \\c[4]' + threshhold + '\\c[0] damage or ' + elementNames + ' damage to break barrier!' // Ad the text BattleManager.addText(text, 0); } } </Custom React Effect>
Enjoy!
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