Tension Plugin

Mooshry

BTS has consumed my very existence help.
Veteran
Joined
May 30, 2016
Messages
395
Reaction score
145
First Language
English
Primarily Uses
RMMV
Hello! This request probably won't be fulfilled, but i would like a tension plugin for RPG Maker MV.
This is an excerpt from the DQ wiki. (Had to remove all blue text...)

Tension is a state of building up power to unleash in a future action. In Dragon Quest VIII, every party member has an option called Psyche Up found at the bottom right of the battle options. This allows the player to take a turn to build up tension. The more times tension is built, the more powerful the next action will be. There are four levels of tension, representing special multipliers that the next action will be: 5, 20, 50, and 100. The multipliers are: at 5 tension, an ability will do 1.7x as much. At 20 tension, 3x as much. At 50, 5x, and at 100, 7.5x as much.

For example, Yangus' normal attack will do ~100 damage to a Slime. In a state of 5 tension, Yangus will do ~170 to the slime. This boost is applied to base damage, meaning that characters who normally only do 1 damage to enemies may end up doing considerably more with tension applied.

It also works on magic: offensive, defensive, and healing as well.

Angelo's Multiheal spell will heal ~100 HP to everyone. In a state of 50 tension, it can heal ~500 HP to everyone.

Tension does not work on skills that do no damage nor is it depleted when using such skills, such as the Underpants Dance.

Maximum tension also provides a defensive buff, reducing damage by a certain percentage after defense reductions are calculated.

Once an action like attacking or spell casting uses tension, tension is returned to the normal level.

Some enemies also have the ability of building tension, making them tougher in battles.

Tension is lost if a character is put to sleep, paralyzed, cursed, disabled by something like War Cry, dispelled by Disruptive Wave, or defeated in battle.
I would really like it finished! But i'd like Psyche Up to be a skill instead, so enemies could use it.
 

Astfgl66

Veteran
Veteran
Joined
Jan 5, 2016
Messages
722
Reaction score
578
First Language
French
Primarily Uses
This looks like something that can be done with a few variables, some work on damage formulas and yanfly's buffs and state core.

Have your psyche up skill increase a different variable by actor or enemy.
In your damage formula incorporate that variable as a damage multiplier.
When some states are applied, reset the variable using buffs and states core notetags.
If you don't want to use variables, use a plugin that adds properties to actors and enemies instead, maybe frog's health core would work?

Most likely won't be taken up because it doesn't need its own plugin.
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Profile Posts

How many parameters is 'too many'??
Yay, now back in action Happy Christmas time, coming back!






Back in action to develop the indie game that has been long overdue... Final Fallacy. A game that keeps on giving! The development never ends as the developer thinks to be the smart cookie by coming back and beginning by saying... "Oh bother, this indie game has been long overdue..." How could one resist such? No-one c
So I was playing with filters and this looked interesting...

Versus the normal look...

Kind of gives a very different feel. :LZSexcite:
To whom ever person or persons who re-did the DS/DS+ asset packs for MV (as in, they are all 48x48, and not just x2 the pixel scale) .... THANK-YOU!!!!!!!!! XwwwwX

Forum statistics

Threads
105,853
Messages
1,016,990
Members
137,562
Latest member
tamedeathman
Top