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In Final Fantasy 11, the Death spell will consume all of the user’s MP for a chance to inflict instant death. However, against major enemies (aka bosses), Death will deal damage based on MP consumed instead. We’ll add our own spin on it this time. The Death proc success rate depends on the user’s MP% when consumed. Here’s how to create this effect in MV!
You can grab the copy/paste code here:
Insert the following line into your Death skill’s damage formula. Change it as you see fit.
a.mp * 20
Insert the following Lunatic Mode code into your Death skill’s notebox. Change the values in red to fit your game.
// Display cost <Custom Cost Display> \fs[20]\c[23]All MP\c[0]\fr </Custom Cost Display> // Requires user to have at least 1 MP <Custom Requirement> value = user.mp > 0; </Custom Requirement> <Pre-Damage Eval> // Check if the target isn't a boss if (!target.isStateCategoryAffected('boss')) { // Set the damage to 0 value = 0; // Remove the HP popups target.result().hpAffected = false; } </Pre-Damage Eval> <Post-Damage Eval> // Check if the target isn't a boss if (!target.isStateCategoryAffected('boss')) { // Remove the HP popups target.result().hpAffected = false; // Get the target's death state ID var deathStateId = target.deathStateId(); // Calculate the chance based on the user's current MP% var chance = user.mpRate(); // Alter that based on the target's death resistance chance *= target.stateRate(deathStateId); // Check RNG if it passed if (Math.random() < chance) { // Check if the target is temporarily immortal from action sequences if (target.isImmortal()) { // If it is, remove the temporary immortal status target.removeImmortal(); } // Add the death state target.addState(deathStateId); } else { // Display a miss if RNG failed target.result().missed = true; } } </Post-Damage Eval> <After Eval> // Set user's MP to 0 user.setMp(0); <After Eval>
Enjoy!
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