Tips & Tricks – Courage of the Colossus (League of Legends) – RPG Maker MV

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.

Courage of the Colossus is a passive state applicable to tanky League of Legends champions. When the user inflicts a crowd control state on a target, the owner gains shields based on the number of nearby enemies for some amount of turns! Here’s how to recreate this effect in RPG Maker MV!

You can grab the copy/paste code here:


Insert the following Lunatic Mode code into your passive state’s notebox. Change the values in red to fit your game’s settings.

<Custom Initiate Effect>
// Set the target states count to 0;
this._targetStatesCount = 0;
// Check if the target exist.
if (target) {
  // Get the target's current states
  var states = target.states();
  // Loop through each state.
  for (var i = 0; i < states.length; ++i) {
    // Get currently looped checked state
    var checkState = states[i];
    // Check if the state exists and if the state is categorized as an ailment
    if (checkState && checkState.category.contains('AILMENT')) {
      // Increase the state count by 1
      this._targetStatesCount += 1;
    }
  }
}
</Custom Initiate Effect>

<Custom Conclude Effect>
// Default the target state count to 0
this._targetStatesCount = this._targetStatesCount || 0;
// Make current state count to 0
var statesCount = 0;
// Check if target exists
if (target) {
  // Get target's currents tates
  var states = target.states();
  // Loop through each state
  for (var i = 0; i < states.length; ++i) {
    // Get currently looped state
    var checkState = states[i];
    // Check if currently loop state exists and if the state is categorized as an ailment
    if (checkState && checkState.category.contains('AILMENT')) {
      // Increase the state count by 1
      statesCount += 1;
    }
  }
}
// Check if the target has NOT gained the barrier effect and if the state count is greater than the target's initial state count
if (!this._gainedCourageBarrier && (statesCount > this._targetStatesCount)) {
  // Set the flag to true for barrier
  this._gainedCourageBarrier = true;
  // Calculate the amount of barrier points to give the user
  var barrier = user.level * 10;
  // Increase the barrier points per opponent
  barrier += Math.ceil(user.mhp * 0.07) * user.opponentsUnit().aliveMembers().length;
  // The number of turns the barrier will last
  var turns = 5;
  // Make the user gain the barrier
  user.gainBarrier(barrier, turns);
}
</Custom Conclude Effect>

Enjoy!

Happy RPG Making!


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