Last Update: 2011.12.21
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This script adds an popup system to damage diplay. Allowing to view the damage and states change with visible digits that pop from target.
Requires the Victor Engine – Basic Module

It’s possible to set states added and removed to have custom display
<no display>
This allows to hide the state popup display.
<damage behavior: x>
This tag change the behavior of the damage display of the state, x must be a text with the name of the new behavior, the new behavior must be set previously on the settings module
<add color: r, g, b> <remove color: r, g, b>
These tags allows to change the color of the text when inflicting or removing a state.
r : red (0-255)
g : green (0-255)
b : blue (0-255)



















http://dl.dropbox.com/u/27014140/Images%20Scripts/Damage%207.gif
Well can you tell me what i need to edit in order to make the damage popup like the gif ?
First make true this value
Optionally you can also make true this one (it wouldn’t cause lag in a non-animated battle)
then on VE_DAMAGE_MOVE set [ :zoom1, :wait, :rise1] for the displays you want to be like this.
E.g if you want all numeric damage to be displayed like this you can set:
hp_damage: [ :zoom1, :wait, :rise1], # HP damage mp_damage: [ :zoom1, :wait, :rise1], # MP damage tp_damage: [ :zoom1, :wait, :rise1], # TP damage hp_recover: [ :zoom1, :wait, :rise1], # HP recover mp_recover: [ :zoom1, :wait, :rise1], # MP recover tp_recover: [ :zoom1, :wait, :rise1], # TP recover crt_damage: [ :zoom1, :wait, :rise1], # Critical damageThanks,i owe you
This may be a silly question, but how do i get rid of the text that says +Non-combat?
I am such an idiot, sorry to bug you… i need to learn to read more…
I really am stuck now, and i keep reading and i’m not exactly sure how do do this.
I have separate Sfonts i’m trying to use for damage pop ups, how do i do that?
I have the ones used for the item menues and status screens and so on, but then i have some i made for use in the damage pop up, i don’t really see how to set it up so i can use them.
In case of SFonts, it’s necessary to hard code them on the script, there’s no easy way arround that.
The damage popup use the default sfont but beside that, there’s nothing you can do without hard coding it.
You can try use the sprite display insterad of the text display, and use the SFont digits on it.
How would i do that?
The only reason i was asking, is because i noticed that the latest damage popup script seems to be automatically using SFonts, i figured if i could not revert it back to using regular fonts, i would just set up custom Sfonts for it, but it seems like i can’t even do that…
I made an upgrade to this script you might be interested in, it was simple to add.
It adds the options for having shadows or outlines or nether to the text and digits that pops up in battle.
Since i did the leg work for you and if you’re interested in this, let me know and i can post it on the Ace site in the thread for this, or i can paste the script here. it’s an edit to the current version, V1.03.
I went ahead and posted it at the ace forums, if you say take it down i will, i thought people might like the added features… just trying to be helpful.
I don’t know if I can ask for help about problems with compatibility with other scripts but the popups appear bellow Yanfly’s Battle Engine Ace’s status_window. I tried editing the code with no luck. Other than that it works fine.
YEA have it’s own popup system, wich surely will clash with mine.
No, it actually works fine with this script disabling the default YEA popups. I just like the way your popup animations work better.
I tried modifying the z value but I can’t get it to appear above the status_window (eeyup, I suck at RGSS). I could change the y where the popups are created but… eh, if there’s no way, fine then.
Thanks!
it’s displayed on the actors viewport, wich is bellow the window viewport. change the viewport (not the actual sprite Z)
Line 1047 self.y = @pos_y + move[3] – 35 – adjust_y – spriteset_viewport.oy
Where 35 is the pixel number, but that was a good value for me. Awesome script by the way, looks real nice.
Since we can use popup is there a way to get rid of the default messages which says “Slime attacks” at the top of the battle scene?
sorry i didn’t realise that there is another script fo that.
there is a problem when use together with Grathnode crystals (Kread-EX)
this is what i mean example:
skill fire deal damage 150
than i add grathode crystal with 150 more dmg to skill fire
so now fire deal 300 damage but popup only 150 damage in reality it takes 300 damage
so there is a way to make it popup 300 dmg not 150 ?
When I use the script, the damage shows up at the beginning of the animation instead of after it. How do I make it show up afterwards?
Nevermind, I got it to work by using a custom action in your animated battle script. Awesome scripts by the way! Keep up the good work!
Hey, I’m using your script and the Mother script ( http://ramirormvxa.wordpress.com/scripts/mother-3-status-style/ ), but I’m having a problem. All the outputs and displayed buffs are appearing below the window, making it barely visible to read. So my main question is: can you move the outputs a bit by editing the script? It’d be great if you found out what I have to do. Thanks.
Forgot to mention: I tried the whole ‘ self.y = @pos_y + move[3] – 35 – adjust_y – spriteset_viewport.oy ‘ thing by Jamaz and that didn’t work, it covered most of the numbers still. But it showed the debuff/buffs on my characters.