LGP - Better Damage Popup

Azel

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LGP - Better Damage Popup [v1.7] (Just a minor fix)
by Azel

Introduction

This plugin changes the damage popup system of RPG Maker MV.
Basically it gets rid of the picture and uses bitmap text instead.
So we can easily change the looks of the damage popup numbers.

Requirements
YEP_BattleEngineCore
Is required since this plugin extends the yanfly's functionality.

Compatibility
YEP_AbsorbtionBarrier
Shows barrier lose popup.
YEP_LoadCustomFonts Gives ability to change the font of the popup numbers.
YEP_ElementCore Enables custom element popup numbers.

Features
[DONE] Replace picture with bitmap text.
[DONE] Change font name, Font Size, text color and text color of the numbers.
[DONE] Highlights critical damage.
[DONE] Considers Yanfly's absorption barrier plugin and highlights absorbed damage.
[DONE] Number Format can be changed.
[DONE] Yanfly lunatic mode script calls to manually displays a custom popup
[DONE] Custom popup position and movement setup in parameters.
[DONE] Displays State Popups
[DONE] Popup can display icons.
[DONE] Damage resist format. aka displaying 'weak' and 'effective' damage.
[DONE] Elemental damage popups. (not done by default)
[DONE] Displays Buff Popups.

following features are coming soon...

[ ] Popup for getting absorption barrier points. (might not work like you'd think it would)
[ ] A combo counter that displays the combined damage of an attack.

Screenshots
Here's an example of using most of the plugin's features:


How to Use
Since this plugin is a mostly standalone you can put it anywhere in the Plugin List. Although,
placing them under certain plugins increases functionality. All parameters are already setup-up.
You can change them to your liking.
-> Read the documentation of this plugin for detailed information. <-

Lunatic Code
A damage popup mechanic is based on already made design choices.
Since this plugin may not provide the desired functions, you're still able
to implement your idea in your game.

In the Parameter Section "Popup Custom Code" I created some "do-it-yourself"
noteboxes. Inside these you can overwrite the default code and use your own
instead. If the notebox remains empty, the default code will be used.

You may want to study the default Code in this Plugin to get all the
important variables and functions you have to consider.

Script
The script can be found here:

Conditions
This plugin if free for all. Use it as you see it fit.

Change Log
Fresh out of the Oven.
Rewrote as a seperate plugin with added parameter settings.
- New script call for Yanfly's Lunatic Mode "Game_Battler.prototype.customDamagePopup(TEXT, FORMAT)".
- New Parameter to manually setup popup position, movement and duration.
- Fix for wide custom Fonts. Can be setup in plugin parameters.
- New script call for Yanfly's Lunatic Mode "startDamagePopup()"
- Changed damage popup movement.
- Added multiple draw custom Code parameters.
- Added tp to parameter settings and default code.
- Added Damage "Resist" to check elemental effectiveness.
- Added custom elemental damage format possibility.
- Added popup for States and Buffs.
- Fixed Coding Error.
- Fixed debuff code Error.
- Fixed an error causing damage to not appear in battle.
- Fixed an error that was caused by compatibility issues with other plugins that for some reason set the x and y values of Sprite_Actor intances to 0. (Rexal's Visual Equipment. Why do you do this????)
Credit
Lunar Guard Plugins by Azel

Notes
If there are any compatibility issues, critics or improvement wishes please let me know. I need feedback since I don't have any other source validations for my scripts.

26.07.18 - Updated features.
03.08.18 - Better Damage Popup v1.3 release. Updated thread.
14.08.18 - Added the red text; v1.4 release with coding error fix. (thanks Jrrkein)
19.08.18 - Bug fix release v1.5. Debuff didn't show the names properly.
07.09.18 - Bug fix relase v1.6. Logical error within conditions.
24.09.20 - Bug fix release v1.7. POPupPosition modified from (this.x -> this._battler.spritePosX() and same for y.)
(YEP_AbsorbtionBarrier && resut._barrierAffected) <- very wrong
 
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mlogan

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@Azel Your screenshot is not showing. I don't think Google Drive uploading works well here, seems to consistently have problems. Can you use the Upload a File button below the reply box or try another service? Thanks.
 

Azel

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@Azel Your screenshot is not showing. I don't think Google Drive uploading works well here, seems to consistently have problems. Can you use the Upload a File button below the reply box or try another service? Thanks.
Thanks for the heads-up. Got that covered, hopefully. Personally I don't like the imgur wrapper around the gif. But people can see now.

EDIT: Now it's properly done.
 
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JohnOminae

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Very awesome plugin, but what are your terms and conditions?
Will this be available for commercial, non-commercial or all project types?
 

JohnOminae

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It's free for all.
Thank you, Azel! I look forward to seeing how you implement the combo meter in a future update.
Moghunter's is good, but I'd also like to get away from using pictures.
 

Azel

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Thank you, Azel! I look forward to seeing how you implement the combo meter in a future update.
Moghunter's is good, but I'd also like to get away from using pictures.
Glad to help. I like Moghunter's scripts. Yanfly's too actually. But I can't combine them. This leaves me with no other choice than choosing Yanfly's stuff and improve it to fit my own design choices, since Yanfly isn't that graphical. I think I'm not alone with this thought.

Anyways. I got some requests that are covered in the v1.2 update. The "wombo combo counter" feature has to wait a bit.
 

gambitben

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Amazing work Azel! Have you thought of adding a effective/resist pop up for the elemental attacks? I think that feature would be great. Anyways, I'm going to start using this as soon as now.
 

Azel

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Amazing work Azel! Have you thought of adding a effective/resist pop up for the elemental attacks? I think that feature would be great. Anyways, I'm going to start using this as soon as now.
I got some ideas in this direction. Having the user manually edit the format and colour of the popup with code. (Kind of an extension of the colour parameter settings). Giving one the ability to colour popups depending on certain criteria.

Formost, I need to figure out on how to actually measure the effectiveness of an elemental attack on elemental resist.
 

Lnik3500

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@Azel I think there was a plugin that did something similar to yours and provided a check on weakness / resistance
Something along vicotr damage popup or something, can't remember
 

Azel

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A little heads up.

SmrDude has a damage popup plugin that provides tons of options - along with the resistance check. I didn't check victor's out yet but can strongly believe he has similar stuff. And lets not forget Moghunter's. I highly recommend you take look into these by yourself, before evaluation on my own one.

I never took a strong look into these plugins, though. I came up with the code by exploring the default engine and working off of zero. The current features are designed for my own game. It just happens to be that I've said to myself: "F***k it, let's publish it."

With multiple solutions for a popup system on the market it just comes down, what you actually want in a plugin. If you want flashy pictures, go for Moghunter's. If you want a finished and working plugin go for Victor's. If you want a simple plugin that gets rid of pictures and lets you call a custom Popup inside a Lunatic Mode script, go for mine.

My true intention was to upload this plugin on this site, having you guys commenting and giving requests on it (which I'm very glad and thankful at), in order for me to improve my coding. You get a "sort-of" polished plugin, I got a plugin that synergies well with Yanfly's Battle Engine and beyond all that I learned some new stuff. Win-win I'd say.
 

zerobeat032

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I'm loving this plugin but I was curious is there any way to have like the word "weak" pop up when hit by a weakness? or any indication of the sort really? other than that, this is definitely good stuff.
 

Azel

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I'm loving this plugin but I was curious is there any way to have like the word "weak" pop up when hit by a weakness? or any indication of the sort really? other than that, this is definitely good stuff.
"Weak" Feature will be there amongst other neat things.
 

Jrrkein

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Since it can only show 1 pop up for damage/recovery. can it actually shows both damage/recovery for HP & MP
  • Harold heals 500 HP and 200 MP
  • Nat took 200 HP damage and 200 MP damage
 

Azel

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Since it can only show 1 pop up for damage/recovery. can it actually shows both damage/recovery for HP & MP
  • Harold heals 500 HP and 200 MP
  • Nat took 200 HP damage and 200 MP damage
Yes.

If you setup damage like this with damagetype "HP Damage":

Code:
<damage formula>
// From Skill notebox; Skill damage typeis "HP Damage"
<damage formula>
value = user.mat;
target.gainMp(-value);
</damage formula>
It shows both HP damage and MP damage. Same with healing. You can show both HP recover and MP recover (no TP recover yet).
If you pack both healing and damage on the same target in one skill formula. it wont display both. Which is understandable.

Damage Popup is bound on Game_Action.prototype.apply and a few other places. Yanfly then splits the damage popup for Miss, HP damage/recovers and MP damage/recovery. Thus creating up to three different popups for the same attack.
 

Jrrkein

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I want to item to display both amount of healing (HP and MP)
 

styx92

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@Azel Yeah nice plugin dude!

I have some ideas.

But how about some "Weak", "Effective" or "Resist" etc pop ups? Based of the elemental weaknisses or resistances of the enemy / actor?

And if you add or heal some absorbbarrier, than would this would be nice, if there is a pop up too.

Greez :)
 
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Azel

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Little update.

I'm still working on the new features. So don't worry about it. It just needs it's time. Adding the new features exposes hidden bugs or incompatibilities with other existing code, that I didn't account for. Also the new functionality of the popup differs from the current plugin. Means that your custom movement and position code might not work with the new coming patch.

At the moment I got everything fixed and I'm working on the feature for state and buff popups. I even got a schweet popup motion for numbers after studying parabola formulas. Now they move like the damage numbers in the Mario And Luigi series.

Expect more updates from me. Until then have a nice day.
 

gambitben

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I've been using your plugin for some days and I have to say it has exceeded all my expectations: it's clean, fast and shows everything! Amazing job! I have another suggestion for it: when you get both a hp and mp pop up at the same time they tend to get one on top of the other, or when you get more than one hp pop up (due to a multi hit skill or so); could it be done so the pop ups show one by one and then go up and dissapear, after a short while? So if I hit an enemy 5 times with one action, the 5 numbers show but the second hit only shows after the first one has gone like 10 pixels up and then the rest would go like so, in a column. Maybe I'm asking too much and no other person wants this feature :rswt anyway I thought it could be a cool addition and as I think it builds upon what you already have, and if you like the sound of it, it could be done. Gods work anyways!

PS: Also a pop up when getting barrier points would be great, as you already made one for losing them :rwink:.
 
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Zinnherz

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I just got around to test the update and I think it's amazing! Thank you for this plugin. It's great and it actually works really well. Can't wait for the next update. :rhappy:

Edit: Though I was wondering if I could turn off the state popups for some specific states? I would like to only have popups for the primary status conditions like poison, etc.
 
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