Tips & Tricks – Linken’s Ring (DOTA2) – RPG Maker MV

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Linken’s Sphere is a magical item in DOTA2. When worn, the user is granted a magical shield that blocks 1 magical hit. However, this effect will then go on cooldown and will not return until some few turns later. Here’s how we can 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 reflect your game’s settings.

<Custom Regenerate Effect>
// Default the cooldown for Linken's Sphere to 0
user._linkenCooldown = user._linkenCooldown || 0;
// Reduce the cooldown timer by 1 turn but doesn't go past 0
user._linkenCooldown = Math.ceil(user._linkenCooldown - 1, 0);
</Custom Regenerate Effect>

<Custom Select Effect>
// Default the cooldown for Linken's Sphere to 0
target._linkenCooldown = target._linkenCooldown || 0;
// Check if the cooldown is at 0
if (target._linkenCooldown <= 0) {
  // If it is, check if this actin is a skill that target's an opponent
  if (this.item() && DataManager.isSkill(this.item()) && this.isForOpponent()) {
    // Create a pool of blocked Skill TYPES.
    var blockedtypes = [];
    // Add the skill type ID's to that pool.
    blockedtypes.push(16, 17, 18, 19, 20, 21, 22, 23, 24, 25);
    // Create a pool of blocked individual skills.
    var blockedskills = [];
    // Add the individual skill ID's to that pool.
    blockedskills.push(8, 9, 10);
    // Check if the skill or type is blocked
    if (blockedtypes.contains(this.item().stypeId) || blockedskills.contains(this.item().id)) {
      // Cache the former success rate
      this._formerItemSuccessRate = this.item().successRate;
      // Set the success rate to 0
      this.item().successRate = 0;
      // Start an animation
      target.startAnimation(53);
      // Set the cooldown to 10 turns
      target._linkenCooldown = 10;
    }
  }
}
</Custom Select Effect>

<Custom Deselect Effect>
// Check if the former success rate has been cached
if (this._formerItemSuccessRate !== undefined) {
  // Reset the success rate
  this.item().successRate = this._formerItemSuccessRate;
}
</Custom Deselect Effect>

Enjoy!

Happy RPG Making!


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