LGP - Better Damage Popup

Azel

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I just noticed something; when buffing my characters, the buff shows as intended (icon and name), but when debuffing an enemy, it only shows the icon without the name of the affected stat.

While this isn't an issue, I was just wondering if this was the way you intended it to be, or if there was something missed. (Or maybe I messed someting up on my end. *shrug*)
No this shouldn't be that way. I got a new version up. I found an error by me.
What version is your RPG Maker MV on? I think your Bitmap Text isn't working as intended.
 
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Zinnherz

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I'm using 1.6.1 and thanks to the new version, everything works fine. It now shows the icon and stat name.
Thank you so much! :)
 

Azel

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I'm using 1.6.1 and thanks to the new version, everything works fine. It now shows the icon and stat name.
Thank you so much! :)
And what about the numbers?
 

Zinnherz

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They are all displayed as they should be.
Regular damage, healing, MP healing, critical hits, multiple hits, states, buffs, misses, and even the numbers from Yanfly's tips and tricks videos which caused problems with other popup-plugins before are all displayed correctly.
At least as far as I have tested in the past ten minutes or so.

EDIT: After more testing I can say that MP damage and TP gains are displayed as well.
 
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zaraku

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I apologize if I'm blind, but is there anyway to have HP/MP/TP text drawn after the numbers? Basically I have two types of TP where normally it would be called "HOPE", but when affected by a certain status it would be called "VOID", so I'd love to make that distinction.
 

Azel

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I apologize if I'm blind, but is there anyway to have HP/MP/TP text drawn after the numbers? Basically I have two types of TP where normally it would be called "HOPE", but when affected by a certain status it would be called "VOID", so I'd love to make that distinction.
You're not blind. You cant show HP/MP/TP after the damage Popup without altering the code too much. I don't know your preferences but I'll try my best.

1. I need you to copy the code from drawDefaultNumber and paste it inside the Draw Number Popup Code in the Parameter Settings.

2. Then you copy the code down below and past it just above the statement that writes:
"var w = this.getTextWidth(number) + LGP.Param.BDPfontSizeBuffer;"
Code:
    if (result.hpAffected) number += ' HP';
    if (result.mpDamage !== 0) number += ' MP';
    if (result.tpDamage !== 0) {
        if (this._target.isStateAffected(StateId)) {
            number += ' VOID';
        } else {
            number += ' HOPE';
        }
    }
3. At last you replace the StateId variable with your VOID State id.
 

zaraku

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You're not blind. You cant show HP/MP/TP after the damage Popup without altering the code too much. I don't know your preferences but I'll try my best.

1. I need you to copy the code from drawDefaultNumber and paste it inside the Draw Number Popup Code in the Parameter Settings.

2. Then you copy the code down below and past it just above the statement that writes:
"var w = this.getTextWidth(number) + LGP.Param.BDPfontSizeBuffer;"
Code:
    if (result.hpAffected) number += ' HP';
    if (result.mpDamage !== 0) number += ' MP';
    if (result.tpDamage !== 0) {
        if (this._target.isStateAffected(StateId)) {
            number += ' VOID';
        } else {
            number += ' HOPE';
        }
    }
3. At last you replace the StateId variable with your VOID State id.
Thank you so much! This works perfectly; only thing I've noticed is that if a battler is dealt multiple types of damage (HP/MP/TP) it draws all of the popups on the same line, but I wasn't sure if you've already assessed that or not. Lovely plugin otherwise. :)
 

Azel

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Thank you so much! This works perfectly; only thing I've noticed is that if a battler is dealt multiple types of damage (HP/MP/TP) it draws all of the popups on the same line, but I wasn't sure if you've already assessed that or not. Lovely plugin otherwise. :)
I do know about that. And yet I can't offer a fix for it. I'll look into it later today.
 

Jrrkein

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Damage pop up seems faulty, I only seeing + and misses
 

Blue001

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Damage pop up seems faulty, I only seeing + and misses
Same.

Just popped the plugin into my game, put it under the required plugins, but the only thing I'm seeing is miss messages. No numbers ever pop up.

EDIT : Just Tested it on a brand new game with only the plugins required and the plugin itself, and still no numbers, only "miss"
 
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Azel

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yeah. I hear you both. Got the problem figured out and working on the fix. I'll write if I'm done. The problem is a simple logical error within condition checks.
 

Azel

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Here you go. V1.6 should fix it now.
 

Jrrkein

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Looks like the damage pop up cluttered each other
39 (-20)
 

boikish

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I'm not sure what the rules of necroposting are in this forum, so I hope I'm not breaking any rules...

But I want to ask @Azel if there are any plans for a way to prevent a specific state pop-up from showing? Maybe a notetag can be placed in the state to prevent the pop-up showing for it. That would be very helpful.

Overall, great plugin. I enjoy it a lot. Thank you!
 

Azel

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I'm not sure what the rules of necroposting are in this forum, so I hope I'm not breaking any rules...

But I want to ask @Azel if there are any plans for a way to prevent a specific state pop-up from showing? Maybe a notetag can be placed in the state to prevent the pop-up showing for it. That would be very helpful.

Overall, great plugin. I enjoy it a lot. Thank you!
Was already a topic. This link gets you there.
https://forums.rpgmakerweb.com/index.php?threads/lgp-better-damage-popup.97679/page-2#post-890469

Although, the idea with the note tag is clever, this plugin already has the possibility to do that via the custom scripts.
If questions arise, just ask right away.
 

boikish

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@Azel Worked perfectly, thank you!
 

EseQueL

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The reason why I can't use this plugin is that I have a lot of hidden states in my game. Thing is, whenever the hidden states are applied/removed, it shows them. A fix I'm thinking of is to make it so that if a state has notetag <do not show popup>, popups won't show for that state.


edit: ok I found this https://forums.rpgmakerweb.com/index.php?threads/lgp-better-damage-popup.97679/page-2#post-890469 but the problem is I don't know how to make it work for multiple states. I mean doing if (state.id === 4 || state.id === 5 || state.id === 6 || state.id === 7) works but I have a lot of states to include and I don't know how to make that simple. Can somebody help me how to make the code below shorter?
Code:
addedStates = addedStates.filter(function(state){
   if (state.id === 11 || state.id === 13 || state.id === 15 || state.id === 17 || state.id === 18 || state.id === 19 || state.id === 20 || state.id === 22 || state.id === 24 || state.id === 26 || state.id === 27 || state.id === 28 || state.id === 32 || state.id === 36 || state.id === 37 || state.id === 39 || state.id === 41 || state.id === 43 || state.id === 45 || state.id === 47) {
       return state;
   }
});
edit: this code doesn't work at all @.@
edit: ugh~ I gave this another try today but I just couldn't make it work so I can't use this plugin until I find a fix for this @_@
 
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kako05

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Is there a way to change offset where damage appears? I use front-view with custom enemy pictures and it's not centered. I really liked MOG similar plugin which even let's make a custom offset for each enemy with enemy notes. This would be a perfect plugin then :)
 

Gregaur

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@Azel Hi ! I was finaly able to use your great pluggin on my project !

I still have a few question for you :

1. Could you provide us the codes you use by default for your pop up number and draw ? It may be nice exemples for beginners like me and I could find it on the Js.

2. Is there a way to draw damage and heal on a different color for a skill or maybe for an element ?
For exemple, using a Fire damage skill would draw the damage number in orange rather than the white I use for all the damage.
Using a Water healing would draw the '+' + Number, in blue rather than the green I use fall the heal, etc...

3. Is there a way to put an offset just for the absorption damage ? For exemple when I manage to deal some domage to the barrier AND the HP
The two number pop-up on the same place (and are not readable)

4. Can I use different color for the text ? (immune, effective, resist)

And I think that's it for my questions !

Thanks a lot and have a great making !
 

styx92

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@Azel Hi ! I was finaly able to use your great pluggin on my project !

I still have a few question for you :

1. Could you provide us the codes you use by default for your pop up number and draw ? It may be nice exemples for beginners like me and I could find it on the Js.

2. Is there a way to draw damage and heal on a different color for a skill or maybe for an element ?
For exemple, using a Fire damage skill would draw the damage number in orange rather than the white I use for all the damage.
Using a Water healing would draw the '+' + Number, in blue rather than the green I use fall the heal, etc...

3. Is there a way to put an offset just for the absorption damage ? For exemple when I manage to deal some domage to the barrier AND the HP
The two number pop-up on the same place (and are not readable)

4. Can I use different color for the text ? (immune, effective, resist)

And I think that's it for my questions !

Thanks a lot and have a great making !

Yeah i want it too! :D
 

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