- Joined
- Jan 28, 2013
- Messages
- 836
- Reaction score
- 528
- First Language
- English
- Primarily Uses
- RMMV
I'm back, baby!
I have updated the paste code for Shield blocking in this post. It now uses my Shield Blocking Plugin.
Welcome everyone, to Ramza's Custom State Workshop. IN this thread, I will post and share custom lunatic states that I have made for use with RMMV. Everyone is welcome to incorporate them into their own projects, commercial or non-commercial, as long as the terms of use of Yanfly's plugins are followed.Also, please note that some of the states below were first posted on a previous version of the forum, which seems to have messed up the formatting on some of my posts. I was just made aware that the Hurricane state was broken as a result of this, so I'm going through and fixing the other states right now. This has been completed.
Latest State: Overpower + Darkness Burst
Previous Weekly States:
Mind and Body
Water Shield (+Frost Shield)
Zealotry
Void Effect
Expose Weakness
Static Charge
Devil's Advocate
Shadow Word + Consuming Shadow
Effigy
Arcane Burn
Dark Aura
Infinity + Big Bang
Renewing Myst
Prayer of Mending
Touch of Death
Lightning Shield edited march 19, 2017 (works for allies + enemies now)
Overload
Enflame
Second Chance
Overcharge
Hurricane
MP Absorb
Perform
Bleed
(this post has Block Chance)
I am also taking requests for custom states you would like to see implemented, as long as it's within my ability to do so, and doesn't require a non-yanfly plugin to achieve.
I can also offer suggestions for your own custom states, or troubleshoot issues you have with the states I post here, or with your own lunatic codes, within reason, of course. The main purpose of this topic, however, is to share my own custom states, which I made for my own project, with the general RMMV community, for free.
Here's a super basic request template, because I need one to conform to the rules of this forum.
Here are some plugins that you will definitely need to be able to make use of any state I post in here:
Any other states I post that require additional plugins will mention them in the post.
Feel free to drop a comment, or a like, or whatever. Subscribe to this thread for updates on states I release. If you want to see one of the above listed states sooner rather than later, feel free to drop me a message on here, or on my (terrible) wordpress blog.
Without further delay, lets get into our first state (now updated) Block Chance.
It probably won't hurt to add a waiting slot system to this topic, so here's that:
Current requests:
Next State:

edit: Making a hidden list of all user-suggested states that I've made, so it's easier to find them all later without scrolling through ( what I hope will be) a giant topic.
I have updated the paste code for Shield blocking in this post. It now uses my Shield Blocking Plugin.
Welcome everyone, to Ramza's Custom State Workshop. IN this thread, I will post and share custom lunatic states that I have made for use with RMMV. Everyone is welcome to incorporate them into their own projects, commercial or non-commercial, as long as the terms of use of Yanfly's plugins are followed.
Latest State: Overpower + Darkness Burst
Previous Weekly States:
Mind and Body
Water Shield (+Frost Shield)
Zealotry
Void Effect
Expose Weakness
Static Charge
Devil's Advocate
Shadow Word + Consuming Shadow
Effigy
Arcane Burn
Dark Aura
Infinity + Big Bang
Renewing Myst
Prayer of Mending
Touch of Death
Lightning Shield edited march 19, 2017 (works for allies + enemies now)
Overload
Enflame
Second Chance
Overcharge
Hurricane
MP Absorb
Perform
Bleed
(this post has Block Chance)
I am also taking requests for custom states you would like to see implemented, as long as it's within my ability to do so, and doesn't require a non-yanfly plugin to achieve.
I can also offer suggestions for your own custom states, or troubleshoot issues you have with the states I post here, or with your own lunatic codes, within reason, of course. The main purpose of this topic, however, is to share my own custom states, which I made for my own project, with the general RMMV community, for free.
Here's a super basic request template, because I need one to conform to the rules of this forum.
State Name:
What you want the state to be called.
State Description:
An in-depth description of how you'd like the state to function. Examples from other games are acceptable, with the proper description. I might request more information if I am interested in the concept but haven't played the game it is from.
Plugin Requirement:
If your idea will require a plugin that you are aware is not part of the core yanfly plugins package, I might still be able to help.
Required Compatibility:
If you're using some scripts that might interfere with compatibility, I can attempt to work around that. (Yanfly's CTB for example)
What you want the state to be called.
State Description:
An in-depth description of how you'd like the state to function. Examples from other games are acceptable, with the proper description. I might request more information if I am interested in the concept but haven't played the game it is from.
Plugin Requirement:
If your idea will require a plugin that you are aware is not part of the core yanfly plugins package, I might still be able to help.
Required Compatibility:
If you're using some scripts that might interfere with compatibility, I can attempt to work around that. (Yanfly's CTB for example)
Here are some plugins that you will definitely need to be able to make use of any state I post in here:
Any other states I post that require additional plugins will mention them in the post.
Feel free to drop a comment, or a like, or whatever. Subscribe to this thread for updates on states I release. If you want to see one of the above listed states sooner rather than later, feel free to drop me a message on here, or on my (terrible) wordpress blog.
Without further delay, lets get into our first state (now updated) Block Chance.
For my first state copy paste, I figured I’d go for one of the first custom states I’d made, Block Chance. In my project, a hero who has a shield equipped has a chance to block when taking physical damage. This chance is different depending on what type of shield the actor has, with a buckler being the least effective, at a 1% chance, and a heavy shield offering a 15% chance to block.
When a block occurs, an animation is shown on the actor, and he takes no damage from the attack. This animation can also be different based on the type of shield, or, if you’re willing to put in some effort, the individual shield equipped can show different animations as well.
What do you need to set this up?
How does it look?
See for yourself
Bonus
The original bonus section for this block state allowed for extra passive states that added to your passive chance to block. This in unnecessary now, because the plugin adds all sources of block chance together to get a final value. A passive state (or active buff) can actually just use the <Block Chance: X> note tag to add to this block chance without having to modify this state at all.
So I have added a new bonus effect to this state instead. Block Barrier.
This bonus effect will add a barrier using YEP_AbsorptionBarrier to a battler that blocks successfully equal to the damage he would've taken from the attack that he blocked, up to two times the battlers maximum hit points.
The new paste code:
When a block occurs, an animation is shown on the actor, and he takes no damage from the attack. This animation can also be different based on the type of shield, or, if you’re willing to put in some effort, the individual shield equipped can show different animations as well.
What do you need to set this up?
- Equippable shields in game.
- My Shield Block Plugin
- Import my shield block plugin into your project. You will need an animation set up in your database to play over your battlers when a block is successful. This plugin allows you to set this on a per shield basis.
- Create a passive state for the block chance trait. We will go over what needs to be in the state’s note box shortly. For now, since this is passive, we won’t need an icon, or removal conditions. Make sure that all shields that can block in your project bestow this state passively using the below note tag note that text in red will need to have its value changed to work in your project):
<Passive State: 37> // where 37 is your state ID for the block state
- Using the new plugin, any shield that bestows a chance to block will also need to have the following note tag on it
<Block Chance: X>
This note tag will help determine how often a block occurs. X is the chance in % for a successful block. do not include the % sign in this. A value of 5 will denote a 5% chance to block.
- It isn't necessary to set a block animation on each individual shield, but at the very least, a default animation must be set in the plugin parameters of the plugin.
Code:
<Custom Select Effect>
target._oldStates = target._states.clone()
</Custom Select Effect>
<Custom React Effect>
if (value > 0 && this.isHpEffect() && this.isPhysical()) {
var rnd = (Math.floor(Math.random() * 99 + 1))
var shd = target.blk
if (rnd < shd){
target._blocked = true
value -= value;
target.startAnimation(target.equips()[1].blockAnimation, true, 0);
target.requestMotion('guard')
}
}
</Custom React Effect>
<Custom Deselect Effect>
if (target._blocked) {
target._states = target._oldStates.clone()
target._blocked = undefined
target._oldStates = undefined
}
setTimeout(function () {
target.requestMotion('walk')
}, 180);
</Custom Deselect Effect>
How does it look?
See for yourself
Bonus
The original bonus section for this block state allowed for extra passive states that added to your passive chance to block. This in unnecessary now, because the plugin adds all sources of block chance together to get a final value. A passive state (or active buff) can actually just use the <Block Chance: X> note tag to add to this block chance without having to modify this state at all.
So I have added a new bonus effect to this state instead. Block Barrier.
This bonus effect will add a barrier using YEP_AbsorptionBarrier to a battler that blocks successfully equal to the damage he would've taken from the attack that he blocked, up to two times the battlers maximum hit points.
The new paste code:
Code:
<Custom Select Effect>
target._oldStates = target._states.clone()
</Custom Select Effect>
<Custom React Effect>
if (value > 0 && this.isHpEffect() && this.isPhysical()) {
var rnd = (Math.floor(Math.random() * 99 + 1))
var shd = target.blk
if (rnd < shd){
target._blocked = true
if (target.isStateAffected(185)) {
target.gainBarrier(value)
var barrierAdd = true
if (target.barrierPoints(-1) > (target.mhp / 2)) {
target.gainBarrier((target.mhp / 2) - target.barrierPoints(-1))
}
}
value -= value;
target.startAnimation(target.equips()[1].blockAnimation, true, 0);
target.requestMotion('guard')
if (barrierAdd == true) {
target.startAnimation(170, true, 0);
}
}
}
</Custom React Effect>
<Custom Deselect Effect>
if (target._blocked) {
target._states = target._oldStates.clone()
target._blocked = undefined
target._oldStates = undefined
}
setTimeout(function () {
target.requestMotion('walk')
}, 180);
</Custom Deselect Effect>
It probably won't hurt to add a waiting slot system to this topic, so here's that:
Current requests:
- (none)
- (none)
- (none)
Next State:
- Archangel
edit: Making a hidden list of all user-suggested states that I've made, so it's easier to find them all later without scrolling through ( what I hope will be) a giant topic.
Stacking DEF buff (Crysillion)
Break/Daze/Topple (Lnik3500)
Mental Charge (Iqus) (increases MP cost by 5% per remaining turn on the debuff)
Stealth (Iqus) (cannot be targeted by physical or certain attacks, removed when striking with a physical attack, deals double damage)
Summon Skill + timed debuff that removes the party member summoned (Past Midnight Gaming)
Virus (Iqus) (reduces maxhp to current hp until cured)
Break/Daze/Topple (Lnik3500)
Mental Charge (Iqus) (increases MP cost by 5% per remaining turn on the debuff)
Stealth (Iqus) (cannot be targeted by physical or certain attacks, removed when striking with a physical attack, deals double damage)
Summon Skill + timed debuff that removes the party member summoned (Past Midnight Gaming)
Virus (Iqus) (reduces maxhp to current hp until cured)
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