Black Resonance (MV Plugin Tips & Tricks)
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VisuStella, Caz Wolf, Fallen Angel Olivia, Atelier Irina, and other affiliated content creators.
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Today’s Tips & Tricks effect comes from Bravely Default’s Black Mage. For each party member that has the Black Resonance passive ability, Black Magic will amplify its damage proportionally. Here’s how we can create this effect in RPG Maker MV! Required PluginsThe following plugin(s) is required to create this Tips & Tricks effect: For help on how to install plugins, click here. For help on how to update plugins, click here. AboutThis is a Tips & Tricks effect created for RPG Maker MV. Tips & Tricks are not to be confused with plugins. Instead, they are usually customized code created for the sake of producing unique features/effects that do not require an entire plugin to do. Yanfly Engine PluginsThis Tips & Tricks effect is made possible due to the Yanfly Engine Plugins library. Click here if you want to help support Team Yanfly on Patreon. Warning for RPG Maker MZ UsersIf you are using RPG Maker MZ and VisuStella MZ, the following code may or MAY NOT work as this Tips & Tricks is made for RPG Maker MV. VisuStella MZ is NOT responsible if this Tips & Trick does not work because the code base for RPG Maker MV and RPG Maker MZ are different and the code base between Yanfly Engine Plugins and VisuStella MZ is even more drastically different. InstructionsFollow video instructions. You can grab the copy/paste code here:
<Custom Confirm Effect>
// Check if this is a magical skill that deals HP damage
if (this.isSkill() && this.isMagical() && this.isHpEffect() && value > 0) {
// Make a pool of the skill types
var skillTypes = [];
// Insert the skill types you want applied here:
skillTypes.push(16, 17, 18, 19, 20, 21, 22, 23, 24, 25);
// Check if the current skill has the skill type
if (skillTypes.contains(this.item().stypeId)) {
// Create a count for the number of allies
var count = 0;
// Get the currently alive allies
var allies = user.friendsUnit().aliveMembers();
// Loop through each ally
while (allies.length > 0) {
// Get the currently looped ally
ally = allies.shift();
// Check if the ally exists and is affected by this state and if the ally isn't the user
if (ally && ally.isStateAffected(stateId) && ally !== user) {
// Increase the count by 0
count += 1;
}
}
// No allies
if (count <= 0) {
var multiplier = 1.00;
// One ally
} else if (count === 1) {
var multiplier = 1.10;
// Two allies
} else if (count === 2) {
var multiplier = 1.15;
// Three or more
} else {
var multiplier = 1.20;
}
// Adjust the damage by the multiplier
value *= multiplier;
// Round up the damage
value = Math.ceil(value);
}
}
</Custom Confirm Effect>
Enjoy! |








