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.

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RPG Maker MV does not provide the ability to utilize custom formulas for any damage or healing over time state effects. This plugin, through aid of Yanfly’s Buffs & States Core, will allow usage for formulas to create custom damage or healing over time values, animations to go with them, variance control, and elemental rate aspects.

This is a collaboration plugin by Tigress and Yanfly to ensure compatibility with the Yanfly Engine Plugins library.

**Introduction**

This plugin requires both YEP_BattleEngineCore && YEP_BuffsStatesCore. Make sure this plugin is located under both YEP_BattleEngineCore and YEP_BuffsStatesCore in the plugin list.

RPG Maker MV does not provide the ability to utilize custom formulas for any damage or healing over time state effects. This plugin, through aid of Yanfly’s Buffs & States Core, will allow usage for formulas to create custom damage or healing over time values, animations to go with them, variance control, and elemental rate aspects.

This is a collaboration plugin by Tigress and Yanfly to ensure compatibility with the Yanfly Engine Plugins library.

**Notetags**

Insert the following notetags into your states to achieve their respective damage over time effects.

*State Notetags:*

—

**<Regen Animation: x>**

**<DoT Animation: x>**

– This will make the state play animation x for regen/damage over time if there is any healing or damage dealt through the extended damage over time formulas used below.

Examples:

<Regen Animation: 41> // Play animation 41 when regen occurs

<DoT Animation: 59> // Play animation 59 when DoT occurs

* NOTE: Animations will only occur if it is used with one of the below formulas and the formula does not yield a 0 value.

—

**<Regen Formula: x>**

– This will make the affected battler regenerate x HP each turn. You can use either a formula or a numeric value in place of ‘x’.

Examples:

<Regen Formula: 100> // Regen 100 HP exactly each turn

<Regen Formula: a.mdf * 2> // Regen HP equal to the origin’s MDF

—

**<DoT Formula: x>**

– This will make the affected battler take x HP damage each turn. You can use either a formula or a numeric value in place of ‘x’.

Examples:

<DoT Formula: 100> // Damage 100 HP exactly each turn

<DoT Formula: a.mat * 2> // Damage HP equal to the origin’s MAT

—

**<Regen Element: x>**

**<DoT Element: x>**

– This will make the healing/damage done by this state to be element ‘x’. This will take into consideration the target’s elemental rates towards that element. If this is left blank, there will be no element modifiers.

Examples:

<Regen Element: 4> // Healing done will be affected by element 4.

<DoT Element: 5> // Damage done will be affected by element 5.

—

**<Regen Variance: x%>**

**<DoT Variance: x%>**

– The amount of variance you want the DoT effect to have. Replace x with a percentage value. If this is left blank, the settings in the plugin parameters will be used by default.

Examples:

<Regen Variance: 10%> // Regen will have 10% healing variance

<DoT Variance: 20%> // DoT will have 20% damage variance

**Lunatic Mode – Custom DoT Formula**

For those with JavaScript experience and would like to create more complex formulas for custom damage/healing over time states, you can use these following notetags below.

*State Notetags:*

—

**<Custom DoT Formula>**

**if (a.isActor()) {**

**value = a.level * 100;**

**variance = 20;**

**element = 1;**

**} else {**

**value = a.hp / 50;**

**variance = 10;**

**element = 2;**

**}**

**</Custom DoT Formula>**

– The damage to be dealt will be equal to the ‘value’. This is the base damage dealt primarily by the formula alone. The finalized damage to be dealt will be affected by the ‘variance’ and ‘element’ values, which can be changed within this formula, too. If ‘variance’ or ‘element’ are left out of the formula, they will take on their default values. If you are going to make a healing effect, use the notetag below this one.

—

**<Custom Regen Formula>**

**if (a.isActor()) {**

**value = a.level * 8;**

**variance = 15;**

**element = 3;**

**} else {**

**value = a.hp / 2;**

**variance = 5;**

**element = 4;**

**}**

**</Custom Regen Formula>**

– The healing to be dealt will be equal to the ‘value’. This is the base heal dealt primarily by the formula alone. The finalized healing to be dealt will be affected by the ‘variance’ and ‘element’ values, which can be changed within this formula, too. If ‘variance’ or ‘element’ are left out of the formula, they will take on their default values. If you are going to make a damaging effect, use the notetag above this one.

**Happy RPG Making!**