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Original Source
- Original title: MV [Solved] Yanfly Death Tip/Trick Help
- Original author: Deleted member 113412
- Original date: March 18, 2021
- Source thread: https://forums.rpgmakerweb.com/threads/solved-yanfly-death-tip-trick-help.134524/
- Source forum path: Game Development Engines > RPG Maker Javascript Plugins > Javascript/Plugin Support
Summary
Death (MV Plugin Tips & Tricks) - Yanfly.moe Wiki www.yanfly.moe I've added everything. Spoiler: Screenshots
Archived First Post
Death (MV Plugin Tips & Tricks) - Yanfly.moe Wiki
I've added everything.
<Custom EXP Mastery Formula: level * 5>
<No Damage Mastery Effect>
// 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>
<No Damage Mastery Effect>
// 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>
Regardless, it still does visual damage and dosnt one shot this or any enemy without the Boss category.
Could this be colliding with another plugin?
Protected downloadProtected downloadProtected downloadProtected downloadProtected downloadProtected download
Thanks guys.
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