@Victor It's me again, I have another issue with the Plugin.
In the parameter, I've set it to "zoom" and "wait" multiple times, when a state, buff or debuff is added.
However, this sequence does not occur, if no damage is dealt.
I've uploaded a comparison video where I apply poison onto the enemy, one with damage and one with no damage.
VE - Damage Popup
● ARCHIVED · READ-ONLY
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This is not a bug with the plugin but a issue with the battle engine core, as I stated above, my plugin uses the default window battle log functions for damage popup display, while the battle engine core uses custom functions. Without the battle engine core, states popup are displayed no matter if the action deals damage or not.
Since I'm working on my own battle motion plugin, I won't be looking at compatibility issues with the battle engine core. -
Wrote a compatibility plugin for Battle Engine Core here. Hope that's okay Victor - just aliased one of your functions. Love your plugin!
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Hey, Victor. I’m not sure if I’m misunderstanding how to use the Custom Motions or if it’s possibly not working due an update or something. But no matter what I do, I can’t get the custom motions to work.
“zoom, custom 1, custom 2, wait”
To double check I wasn’t doing anything wrong, I copied this example from the plugin help into the motion parameter for HP Damage, then I set custom 1 and custom 2 like so:
Code:Custom 1: 50, 50, 100, -100, 0, 30 Custom 2: 100, 100, -100, 100, 0, 30
But all that seems to happen is it just zooms in and then waits. Nothing happens when Custom 1 and Custom 2 are supposed to occur.
Not sure if it’s relevant but I’m using RPG Maker MV V1.5.1 Also relevant to mention: I was doing this in a fresh project to make sure it would occur outside of my game project.
Also is there a way to hide the damage popup if no damage was taken? (if the target takes 0 damage then "0" doesn't show up) -
@AdamSakuru
There was an issue with the parsing of custom commands, try replacing like 1320 that has this code:
Code:with this:VictorEngine.Parameters.DamgePopup['Custom ' + String(i)] = String('Custom ' + String(i)).trim();
Code:VictorEngine.Parameters.DamgePopup['Custom ' + String(i)] = String(parameters['Custom ' + String(i)]).trim(); -
Thank you very much! That did the trick.
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Hey, I was wondering about something: is it possible to utilize your SFonts plugin with this?
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Apologies for digging up year-old material but is there any way to accommodate every roll of health and/or mana recovery? Specifically, I'm looking to see if there's a way to fix anything with this or whatever else that is causing the caster of a recovery skill in my project to not be showing his/her share of the healing roll. Note that the other recipients are not affected, it only happens to whomever it is that originated the skill-casting process in the first place.
EDIT: I should probably note that items are not affected by this - it only happens to me with skill-based recovery rolls. By this I mean that any duplication of the sage stone from Dragon Quest results in running the healing roll on an individual, per member basis across the entire active crew/party/etc. but if I also duplicate Multiheal or Omniheal it happens all at once and shows for everyone other than the caster of the skill. Example footage of what happens is available on request. -
Great Plugin, but for some reason, the popups only pop up when an actor attacks an enemy.
I don't get a popup if the enemy attacks the actor.
Anyone has the same issue? -
I am requesting to draw "Weak" and "Resist" as sprites from the Damage spritesheet instead as text.
In earlier iterations of the plugin, it seemed to be able to do this from his videos.
I believe something similar to below is what I'm looking for:
//==============================
// * Setup Damage Popup
//==============================
var _alias_mog_bhud_sprt_actor_setupDamagePopup = Sprite_Battler.prototype.setupDamagePopup
Sprite_Actor.prototype.setupDamagePopup = function() {
if (!$gameSystem.isSideView() && this._sprite_face) {
if (this._battler.isDamagePopupRequested()) {
var sprite = new Sprite_Damage();
sprite.x = this.x + this.damageOffsetX();
sprite.y = this.y + this.damageOffsetY();
sprite.setup(this._battler);
this._damages.push(sprite);
this.parent.addChild(sprite);
this._battler.clearDamagePopup();
this._battler.clearResult();
};
return;
};
_alias_mog_bhud_sprt_actor_setupDamagePopup.call(this);
}; -
I don't think the OP has been around for awhile so I'm not sure what could be done. Also, the plugin uses your game font in the current iteration so that may take a lot of work anyway.I am requesting to draw "Weak" and "Resist" as sprites from the Damage spritesheet instead as text.
In earlier iterations of the plugin, it seemed to be able to do this from his videos.
I believe something similar to below is what I'm looking for:
//==============================
// * Setup Damage Popup
//==============================
var _alias_mog_bhud_sprt_actor_setupDamagePopup = Sprite_Battler.prototype.setupDamagePopup
Sprite_Actor.prototype.setupDamagePopup = function() {
if (!$gameSystem.isSideView() && this._sprite_face) {
if (this._battler.isDamagePopupRequested()) {
var sprite = new Sprite_Damage();
sprite.x = this.x + this.damageOffsetX();
sprite.y = this.y + this.damageOffsetY();
sprite.setup(this._battler);
this._damages.push(sprite);
this.parent.addChild(sprite);
this._battler.clearDamagePopup();
this._battler.clearResult();
};
return;
};
_alias_mog_bhud_sprt_actor_setupDamagePopup.call(this);
};
Second, I'm not sure if this counts as hijacking or not (and it's almost borderline, though still within the subject of the discussed plugin) but there's also a thing about trying to mini-mod so don't quote me on that. -
Is it possible to make the fights faster with this,
like making it not to wait for the popup motions?
And if it is, how? -
Sorry for necroposting... is anyone using this plugin still and had a similar issue?
left: third character uses AoE healing skill.
right: first/top character uses *same* AoE healing skill.
In the right case, only two out of three healing amounts are shown but they are applied. Meaning in both cases the characters get healed. It is only an issue of showing the healing amount.
It must be something with the YEP Battle engine core because that is the only combination the issue is happening. My best guess is that since the engine core changes the healing pop up from "one after the other" to "all at the same time" that could be triggering the bug?
btw: Reason I need this is because YEP (as far as I know) doesn't support fonts for the battlescreen? At least, when I disable the VE plugin, the font in the battlescreen goes back to the default font. -
@Blackfield For what it's worth, that looks like the same issue mentioned a few posts up in #28 - that the caster isn't showing the popup. Although yours is more specific, only from the first party member, which is weird.
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Yeah you are right.@Blackfield For what it's worth, that looks like the same issue mentioned a few posts up in #28 - that the caster isn't showing the popup. Although yours is more specific, only from the first party member, which is weird.
While that was something I was okay with, the following bug now showing up makes me consider disabling the plugin. Actually I will, unless anyone finds a solution for that?
For some reason, the sprite of party member 2 is glitching over party member 3. Only happens if I activate this plugin :/ No idea, why that would interfere with something like that. Anyone?
This is the last bug I want to crush until release tomorrow and it really bugs me (haha... ha...) that I can't find a fix. -
I found that if I add "Yanfly.BEC.Game_Action_apply.call(this, this.subject());" into YEP Battle engine core, the healing popup number would show correctly with the correct amount (in reference to post#28 and #33 issues). Nonetheless, the caster will have the effect multiplied/applied additionally.
I'm unable to find the corresponding section in the VE plugin that would be affected by this though.
Does that help to pinpoint the issue?
Code:Yanfly.BEC.Game_Action_apply = Game_Action.prototype.apply; Game_Action.prototype.apply = function(target) { target._result = null; target._result = new Game_ActionResult(); this.subject()._result = null; this.subject()._result = new Game_ActionResult(); Yanfly.BEC.Game_Action_apply.call(this, target); Yanfly.BEC.Game_Action_apply.call(this, this.subject()); if ($gameParty.inBattle()) { target.startDamagePopup(); target.performResultEffects(); if (target !== this.subject()) this.subject().startDamagePopup(); } };