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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Sometimes, we’d like to add additional effects to our actions in battle. These effects can range from adding more HP, applying a new state to the user after everything else has happened, removing debuffs, playing an animation, or even absorbing a fraction of all the total damage directly dealt by the action this turn. This Lunatic Pack provides a new batch of effects that you can use to empower your items and skills, or to even globalize them as a result of states.
*NOTE*: This plugin is best used with RPG Maker MV version 1.5.0+. You can still use this plugin with a lower version number, but you will have a much harder time altering the plugin parameters without it.
Introduction
This plugin requires the following plugins:
– Battle Engine Core
Place this plugin beneath the above listed plugin(s) in the plugin manager.
Sometimes, we’d like to add additional effects to our actions in battle. These effects can range from adding more HP, applying a new state to the user after everything else has happened, removing debuffs, playing an animation, or even absorbing a fraction of all the total damage directly dealt by the action this turn. This Lunatic Pack provides a new batch of effects that you can use to empower your items and skills, or to even globalize them as a result of states.
*NOTE*: This plugin is best used with RPG Maker MV version 1.5.0+. You can still use this plugin with a lower version number, but you will have a much harder time altering the plugin parameters without it.
Notetags
For updated versions of the notetags, please refer to the plugin’s helpfile.
Lunatic Mode – Effect Code
For experienced users that know JavaScript and have RPG Maker MV 1.5.0+, you can add new notetag effects that can be used by the plugin or alter the effects of currently existing notetag effects from the plugin parameters entry: Effect Code. It should look something like this:
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// --------- // Animation // --------- if (data.match(/ANIMATION[ ](\d+)/i)) { var animationId = parseInt(RegExp.$1); var mirror = data.match(/MIRROR/i); if (data.match(/DELAY[ ](\d+)/i)) { var delay = parseInt(RegExp.$1); } else { var delay = 0; } user.startAnimation(animationId, mirror, delay); ... // ------------------------------- // Add new effects above this line // ------------------------------- } else { skip = true; }
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Here’s what each of the variables used in this code bit refer to:
-------------------- --------------------------------------------------- Variable: Refers to: -------------------- --------------------------------------------------- item The item being used by this action skill The skill being used by this action isItem Returns true if action is an item isSkill Returns true if action is a skill a Returns the action user user Returns the action user subject Returns the action user b Returns the action's current target target Returns the action's current target s[x] Return switch x (true/false) v[x] Return variable x's current value user._result The current results for the user target._result The current results for the target userPreviousResult The results for the user before any changes targetPreviousResult The results for the target before any changes totalHpDamage The total amount of HP damage dealt this action totalMpDamage The total amount of MP damage dealt this action skip Default: false. If true, popups will show
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If you need to revert the Effect Code back to its original state, delete the plugin from your plugin manager list and then add it again. The code will be back to default.
Happy RPG Making!