LGP - Better Damage Popup

Jufry_A

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I want to show 0 damage, how to do it?
Thanks
 

Jrrkein

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Hey, I got an error again its about length thing
 

RespectWomen

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How exactly are elemental popups done? that's the only part I'm missing.
 

Nectar

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It's amazing, thank you for sharing!
 

Iqus

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Any way to deactivate state popups?
 

Gregaur

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It seems that LGP left the forum for a while... That's is sad as his plugin is great but miss a few function.

Does anyone with JS skill wanna complete it ?
 

Zemtax

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If anyone wants to disable the state popups:

Find the following code:
Sprite_Damage.prototype.drawState = function() {
var result = this._result;
var code = LGP.Param.BDPdrawStateCode;
this._spriteIds["state"] = this.children.length;
if (code !== '') {
try {
eval(code);
} catch (e) {
LGP.Util.displayError(e, code, "DRAW CUSTOM STATE POPUP ERROR")
}
} else {
this.drawDefaultState();
}

};
Just comment out what's inside the function like so:
Sprite_Damage.prototype.drawState = function() {
/* var result = this._result;
var code = LGP.Param.BDPdrawStateCode;
this._spriteIds["state"] = this.children.length;
if (code !== '') {
try {
eval(code);
} catch (e) {
LGP.Util.displayError(e, code, "DRAW CUSTOM STATE POPUP ERROR")
}
} else {
this.drawDefaultState();
}
*/
};

I'm no JS expert, but it seems to work just fine without any issues, if not, maybe someone more experienced with JS can chime in.
 

BreakerZero

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It seems that LGP left the forum for a while... That's is sad as his plugin is great but miss a few function.
There also seems to be an issue with the popups themselves. Text is being partially cut off (specifically meaning that the top of the text is cut off) and the effect up/ineffective/critical seem to completely ignore the font size. Not sure if it's my setup or something else (this also affects the SRD version somewhat but not VE which is not as effective with Yanfly which is a requirement at this point in my project) but if someone could look into this I'd appreciate it.
 

Ashfell

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awesome plugin but do you have any links to older versions or is the 1.6 the only version you made?
if you have older versions for like 1.5.2 or older would be awesome to add to a dl list for some of us that dont want to risk updating
 

Gregaur

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All right,

As I am really pride of my self, I will share what I did to have a specific color acording to the skill element. I don't know how to code so, if I did it, you can also do it.

The Yanfly Element core is required.

First, you need to edit the JS file with a software like Notepad ++.

Then I add those six line for the six element I use :

LGP.Param.Earth = 'rgb(94,208,56)';
LGP.Param.Fire = 'rgb(239,125,7)';
LGP.Param.Water = 'rgb(7,97,239)';
LGP.Param.Thunder = 'rgb(254,255,0)';
LGP.Param.Light = 'rgb(131,241,234)';
LGP.Param.Dark = 'rgb(164,56,208)';

You can add more ligne as you need more element (or delete some).
For each element you need to change the rgb code acording to the color you want for the element (the same way you did in the parameters)

Then you need to look for the : if (result.hpAffected)

The next "if" will determine what color will be the pop-up.
The plugin has The barrier color, the critical color or the basic color.
We will add the number of if we need according to the number of element you are using (in my case 6) :

So it will look like this :

if (result.hpAffected) {

if (value > 0) {
if (Imported.YEP_AbsorptionBarrier && result._barrierAffected) {
bitmap.textColor = LGP.Param.BDPshC;
bitmap.outlineColor = LGP.Param.BDPshOC;
} else {
if (result.critical) {
bitmap.textColor = LGP.Param.BDPcritC;
bitmap.outlineColor = LGP.Param.BDPcritOC;
} else {
if (result.itemElements == 2) {
bitmap.textColor = LGP.Param.Fire;
bitmap.outlineColor = LGP.Param.BDPcritOC;
} else {
if (result.itemElements == 4) {
bitmap.textColor = LGP.Param.Thunder;
bitmap.outlineColor = LGP.Param.BDPcritOC;
} else {
if (result.itemElements == 5) {
bitmap.textColor = LGP.Param.Water;
bitmap.outlineColor = LGP.Param.BDPcritOC;
} else {
if (result.itemElements == 6) {
bitmap.textColor = LGP.Param.Earth;
bitmap.outlineColor = LGP.Param.BDPcritOC;
} else {
if (result.itemElements == 8) {
bitmap.textColor = LGP.Param.Light;
bitmap.outlineColor = LGP.Param.BDPcritOC;
} else {
if (result.itemElements == 9) {
bitmap.textColor = LGP.Param.Dark;
bitmap.outlineColor = LGP.Param.BDPcritOC;
} else {
bitmap.textColor = LGP.Param.BDPhpDmgC;
bitmap.outlineColor = LGP.Param.BDPhpDmgOC;
}}}}}}}
}

result.itemElements == n is the test to see if the element ID is 2 in my system. You have to change it acording to your project.

And here we are. It may be easy for lot of your, but as I said, I don't know how to code and people may be in my situation so I feel it may be useful to share. This plugin is very nice and it's nice that it was abandon.
 

MikaTeapot

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I wondered if anyone could help me with something; I'm trying to add a "resist" message when a state fails to apply to an enemy/actor with <100% state rate, and an "immune" when applied to someone with a state immunity, I figure I can add/edit something here but I have 0.1% JS knowledge and would really appreciate a hand ^^
 

DavePerry

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I love this plugin but for some reason the damage pop ups wont show up on my actors with Rexal's Visual equipment plugin. it shows up fine for the enemies but not my party. I can't figure it out.
 

decinbr

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Can i show damage popup outside battle with this plugin?
 

GLHSonicstar

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I tried using this plugin with VE_SFont and whenever the damage popups showed up it only showed the default GameFont. Is there any way you could fix it?
 

Jrrkein

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Sadly, the developer have left for unknown time
 

BreakerZero

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Even then, it would probably require a compatibility patch. Further to the point is that I'm not personally aware of anyone who's knowledgeable enough to analyze how the original developer structured this, not to mention that another Victor plugin can do the same thing. Barring that (or if you still want to use this one) your best bet is to ask in either the requests or support sections related to plugin servicing.
 

GLHSonicstar

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Even then, it would probably require a compatibility patch. Further to the point is that I'm not personally aware of anyone who's knowledgeable enough to analyze how the original developer structured this, not to mention that another Victor plugin can do the same thing. Barring that (or if you still want to use this one) your best bet is to ask in either the requests or support sections related to plugin servicing.
I tried that one too but for some reason it doesn't use the SFonts either.

EDIT: Nvm, it does work, it's just that for some reason I can't get it to show different colors besides white.

EDIT AGAIN: Ok I found a solution within the plugin's help page in the plugin itself. I'm stupid.

Ok, problem averted.
 
Last edited:

Goldschuss

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A shame the plugin creater is away for a while. I really like it, but it has the issue of not being able to display 2 damage popups at once.
So for example, let's look at this:

JavaScript:
<Custom Respond Effect>
if (value < 0) {
  target.gainHp(-user.atk);
  target.startDamagePopup();
}
</Custom Respond Effect>
This is a state notetag. So what happens here is, anytime the target with this state recieves healing, it will get damage equal to his atk. Without any popup plugins, this will cause to display the heal and then shortly display the damage value afterwards, as intended. With this plugin however, the healing number will disappear and you only see the damage value.

Unfortunatly, SRDude's plugin suffers from this too. What makes this situation so special?
 

Gregaur

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A shame the plugin creater is away for a while. I really like it, but it has the issue of not being able to display 2 damage popups at once.
So for example, let's look at this:

JavaScript:
<Custom Respond Effect>
if (value < 0) {
  target.gainHp(-user.atk);
  target.startDamagePopup();
}
</Custom Respond Effect>
This is a state notetag. So what happens here is, anytime the target with this state recieves healing, it will get damage equal to his atk. Without any popup plugins, this will cause to display the heal and then shortly display the damage value afterwards, as intended. With this plugin however, the healing number will disappear and you only see the damage value.

Unfortunatly, SRDude's plugin suffers from this too. What makes this situation so special?
Hey, Do the healing number disapear or it is just hide behind the damage number ?
 

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