TSR

The Northern Frog
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Header.png
TSR_Popups.js v1.1.4
author: TSR, The Northern Frog


FEATURES:
TSR_popup_SC7.png

  • Add 3 TP damage Types (TP damage, TP recover and TP drain) to skills and items through the use of Notetags.
  • Provide MP Notetags too so that damage types can be combined.
  • Add various visual effects to Battle popups such as Critical hit and Elemental response popups.
  • Popups can be drawn from an alternate damage sprite sheet provided by this plugin.
  • Text strings can also be used as popups.

TP Notetags:
Code:
* =============================================================================
* == Notetags ===================================================================
* =============================================================================
* As said above, the Plugin provide Notetags that can add new TP damage
* types to your items and skills. For each of these TP damage types,
* 4 different Notetags can be use to set the TP damage value. All Notetags
* are explained bellow:
*
* Skills and Items Notetags
* =========================
*
* <TP DAMAGE: x>  Set the TP damage to constant x.
*
* <TP DAMAGE: x%>  Set the TP damage to x% of target current TP.
*
* <TP DAMAGE FORMULA>  Set the TP damage to the damage formula in
*                      the skill/item database*
*
* <TP DAMAGE EVAL>   Set the TP damage to your custom Java Script
*   code             formula. Use the variable 'TPvalue' to return
*   code             TP damage to be dealt by the skill or item.
* </TP DAMAGE EVAL>
*
*      Exemple:   <TP DAMAGE EVAL>
*                   TPvalue = Math.round(25 * (user.luk / target.luk));
*                 </TP DAMAGE EVAL>
*
*
* <TP RECOVER: x>  Set the TP recover to constant x.
*
* <TP RECOVER: x%>  Set the TP recover to x% of target current TP.
*
* <TP RECOVER FORMULA>  Set the TP recover to the damage formula in
*                       the skill/item database*
*
* <TP RECOVER EVAL>   Set the TP recover to your custom Java Script
*   code              formula. Use the variable 'TPvalue' to return
*   code              TP recover to be dealt by the skill or item.
* </TP RECOVER EVAL>
*
*      Exemple:   <TP RECOVER EVAL>
*                   TPvalue = Math.round(10 + 0.1 * user.level);
*                 </TP RECOVER EVAL>
*
*
* <TP DRAIN: x>  Set the TP drain to constant x.
*
* <TP DRAIN: x%>  Set the TP drain to x% of target current TP.
*
* <TP DRAIN FORMULA>   Set the TP drain to the damage formula in
*                      the skill/item database*
*
* <TP DRAIN EVAL>    Set the TP drain to your custom Java Script
*   code             formula. Use the variable 'TPvalue' to return
*   code             TP drain to be dealt by the skill or item.
* </TP DRAIN EVAL>
*
*      Exemple:   <TP DRAIN EVAL>
*                   TPvalue = 20;
*                   if (user.tp <= 20) TPvalue * 2;
*                 </TP DRAIN EVAL>
*
*     *You can put the TP Notetags in items/skills notebox without damage
*      type to make them affect only TP. You can still use the database
*      formula for <TP DAMAGE/RECOVER/DRAIN FORMULA> Notetags by selecting
*      HP DAMAGE type (or any other), enter your formula and put the damage
*      type back to NONE. The Notetags will then be able to use the formula.
*
*     *The TP DAMAGE, RECOVER and DRAIN damage types are user friendly.
*      Hence, they are made to receive absolute values. For that matter,
*      the use of Lunatic formulas that return floating or negative
*      values might render unexpected results.
*
*

MP Notetags:
The Plugin also provide the same Notetags for MP. The main reason for this is to give the option to combine MP damage to TP and/or HP damage at the same time. The MP Notetags works the same way than those above and are all listed bellow.
Code:
 * <MP DAMAGE: x>           <MP RECOVER: x>           <MP DRAIN: x>
*
* <MP DAMAGE: x%>          <MP RECOVER: x%>          <MP DRAIN: x%>
*
* <MP DAMAGE FORMULA>      <MP RECOVER FORMULA>      <MP DRAIN FORMULA>
*
* <MP DAMAGE EVAL>         <MP RECOVER EVAL>         <MP DRAIN EVAL>
*       code                      code                           code
*       code                      code                           code
* </MP DAMAGE EVAL>        </MP RECOVER EVAL>        </MP DRAIN EVAL>
*
*                     *Use the variable 'MPvalue' in the MP Eval Notetags.
*
*

Combining HP, MP and TP effects:
The Notetags above offer many possibilities for creating mulitple effects skills and items.
Code:
 * By combining Default database HP damage type with TP and MP Notetags
* provided by this Plugin, you can create skill or item that affect
* HP, MP and TP in different manners.
*
*         Exemple: Database damage type: HP DAMAGE
*                             Notetag 1: <MP drain: 10%>
*                             Notetag 2: <TP recover formula>
*
* In the above exemple, the skill will damage target HP according to
* the skill Damage Formula in the database. It will also recover TP
* by the same amount while draining 10% of target MP. This means 4
* damage sprites will pop out: 3 on the target (-HP, +TP, -MP) and
* one the user (+MP).
*
* -Notes on combining
*
*          -If you combine 2 or more of the same Notetags, only the
*           last one in the skill/item notebox will be taken into
*           account.
*
*          -If you combine 2 or more Notetags that affects the same
*           stat (Ex: <TP damage> with <TP drain>), effects will
*           accumulate most of the time, but some combinations might
*           be conflicting. Only one popup will be shown with the
*           value defined by the last Notetag of the skill notebox.
*
*          -If you combine Default database Damage Type with Notetags
*           that affects the same stat, only one popup will be shown
*           with the value defined by the Default database entry, but
*           both effect will accumulate.
*
*               Exemple: Default database: MP DAMAGE
*                                Notetags: <MP damage: 20>
*
*                        In this exemple, the skill will do MP damage
*                        equal to the value defined by the database
*                        Damage Formula + 20, but popup will only show
*                        the Damage formula value.
*
*          -If you put a DRAIN effect Notetag in a skill or item that
*           target the user itself, popup will only show the healing
*           effect, but the actual stat will remain the same.
*           (Ex: Draining 10 TP means 10 TP lost and 10 TP gain, hence
*           no change occurs).
*

TSR_Damage.png an alternate Damage sprite sheet provided by this Plugin:

TSR_Damage.png
This Plugin use an alternate Damage sprite sheet for displaying various visual popups effects. It is free to download along with the Plugin file on my itch.io account. It is to be placed in the img/system folder of your project. *You are free to edit the sprite sheet as you want.

Code:
* ========================================================================
* == New Popups Visual Features ================================================
* ========================================================================
* When using the alternate 'TSR_Damage' sprite sheet. A variety of visual
* features will be automaticaly added to the Battle Scene.
*
* Bellow is a short explanation for each of them.
*
* -MP/TP 'operators' and 'letters'
* Damage popups have been extensively in use since the dawn of RPGs and
* it is a nearly 3 decades well-established convention that white digits
* are HP damage and green digits are healing. This is less true for MP
* and TP popups wich vary a lot depending on specific game mechanics. It
* is not always very intuitive to know if a different colored popup is
* representing MP or TP, damage or recovery. Hence the 'operators' and
* 'letters': this feature show a '+' or '-' operator in front of the
* damage digits to give visual information on wether it is a loss or a
* gain, while the 'letters' will show 'MP' or 'TP' following the digits
* depending on wich stat is affected.
*
*           Exemple: a 25 TP damage will be show as '-25TP'
*
*
* -Elemental effects
* This feature generate a popup bellow the damage digits to indicate
* the element rate response of the target to the skill/item. These
* popups are mutually exclusives, meaning that only one can appear
* following the action. They are based on the final damage value after
* element rate have been applied.
*
*   -If value after element rate calculation is lower than the base
*    value, a 'RESIST' popup will be shown.
*
*   -If value after element rate calculation is higher than the base
*    value, a 'WEAK' popup will be shown.
*
*   -If value after element rate calculation is equal to 0 while the
*    base value was > 0, the 'IMMUNE' popup will be shown.*
*
*        *If value is already equal to 0 before element calculation,
*         the 'IMMUNE' popup won't appear. This is to diffenciate
*         an attack that is too weak to damage the target from an
*         attack that can't do damage out of elemetal resistance.
*
*
* -Attack States 'NO EFFECT'
* The Plugin also do a check for States Resist and show a 'NO EFFECT'
* popup accordingly. This popup will be shown if the attack contains
* at least one Attack State for wich the target have either the
* corresponding State Resist Trait or a State Rate equal to 0%.
*
*       *Note that actually the Plugin only checks if the attack has
*        an 'Attack State' Trait. It won't show the popup if it has
*        an 'Add State' Trait. This will be adressed in following
*        versions of the Plugin.
*
*
* -Critical Hit popup
* When the action result in a Critical Hit, the Plugin will show a
* 'CRITICAL HIT' popup bellow the damage digits along with a flash
* screen effect and a SE. These will be customizable in further
* versions, but for now, it is just Plug & Play.
*
*       *For simplicity, the Critical Hit popup disable 'Element
*        Effect' and States 'NO EFFECT' popups when it is shown.
*
*
* -Overkill popup
* This will pop out an 'OVERKILL' sprite when the target is killed
* by an amount equal or greater to the target maxHP ratio defined
* in the corresponding Plugin parameter. It is shown alongside the
* Critical Hit popup if both conditions are met.
*

Here's a few screen shots of those popups in action. Of course, it looks much better when animated, but my computer's a bit old and screen recording is too laggy, so you'll have to see it for yourself.
TSR_popup_SC5.png
TSR_popup_SC6.png
TSR_popup_SC2.png
TSR_popup_SC3.png
TSR_popup_SC4.png

Using Text String
Code:
* =====================================================================
* == Using text string popups =================================================
* =====================================================================
* All popups have a On/Off boolean parameter that allow turning the
* popup into text string. If so, you get to write the text the popup
* will actually show in another parameter text box.
*
*
*      DAMAGE and RECOVERY popups
*      ==========================
*      When turned into string, these popups will show the damage and
*      recovery values as text string. In their respective text box
*      parameter, you can write anything you wish to appear before or
*      after the keyword 'value'.
*
*         Exemple: if you have writed '-valueHP' and the resulting
*                  damage is 1205, the popup will show '- 1205 HP'.
*
*      Each popup types (HP, MP or TP) have a separated text box for
*      damage text string and recovery text string.
*
*         Exemple: writing '-valueMP' into the MP damage text box and
*                  '+valueMp' into the MP recovery text box will show
*                  a minus sign '-' before damage values and a plus
*                  sign '+' when healing MP.
*
*      Note that the keyword 'value' MUST be present in the text box.
*      Otherwise, popups won't appears. But you can also just write
*      'value' alone and popups will only show the value.
*
*      EFFECT popups
*      =============
*      These popups are used to display additionnal info such as
*      elemental weakness and critical hits. They do not show values,
*      so there's no keywords for these popups. If you turn them into
*      text string, just write what you want to appear in their
*      corresponding text box.
*
*         Exemple: Default Plugin text for critical hits is 'CRITICAL'.
*                  Replace that by 'Potatoe' and this is what's going
*                  to appears whenever an attack result in a critical.
*
*          
*      String Popups Colors
*      ====================
*      Each string popups have an assigned default Plugin text color.
*      Changing the text color of a string popup is rather simple since
*      all you have to do is entering text color escape codes '\C[x]' in
*      the popup text box parameter.
*
*      TSR_TextColorAddOn.js
*      =====================
*      Only problem is, battle popups are sprite based. They're not
*      windows. Therefore, the drawTextEx functions wich reads the
*      escaped codes can't be used... Unless you have my other Plugin
*      TSR_TextColorAddOn, wich brings the drawTextEx at the Bitmap
*      class level.
*
*      Having TSR_TextColorAddOn installed above this Plugin will allow
*      you, not only to use the default text color codes (0 to 31) for
*      your battle popups, but also import and use your own custom colors,
*      change the text outline color, add text color gradients,
*      and more...
*

ToU:
Code:
* =========================================================================
* == Terms of usage ===========================================================
* =========================================================================
* Free to use in any RPG Maker MV projects, including commercials projects.
*
* Credit is required for using this Plugin.
* For crediting, use 'TSR' along with one of
* the following terms:
*      'The Northern Frog' or 'A frog from the north'
*
* Do not change the Header or the Terms of usage.
*
* Editing of the script is allowed, but it won't relieve from crediting
* obligations. Remember that changing the name of functions and variables,
* or even manually retyping the entire script, doesn't make you the author
* of the Plugin.
*
* DO NOT REDISTRIBUTE!
* If you want to share it, share the link to my itchi.io account:
* https://the-northern-frog.itch.io/
*
* ALTERNATE SPRITE SHEET
* The TSR_Damage damage sprite sheet is free to download on my itchi.io
* account. Editing it to your liking is permited and no credit is asked
* for using it, but it shouldn't be used in games that don't use this
* plugin, nor in a game not made with RPG Maker MV.
*
* This plugin was made for free use among the RMMV game dev community.
* Hence, it is free and will remain free.
*
*

I hope some peoples will find it useful.
Regards, TSR
 

Attachments

  • TSR_popup_SC1.png
    TSR_popup_SC1.png
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ShadowDragon

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this can be very usefull, especially the template (which can be altered) while
the default has only 4. Can be usefull, hopefully works for front view battle too.
 
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TSR

The Northern Frog
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Thank you @ShadowDragon
hopefully works for front view battle too.
Well, this is indeed something that is yet to be tested... But if it doesn't works, I'll make it works. :p
I plan to complete some other things before, but surelly this will be adressed sooner or later...
 

ShadowDragon

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if this was in your mini game, its funny, and only 1 TSR found, idk the other 2, but the pop up for dmg,
to see critical/overkill pretty fast, link less than 20 frames, is it possible to extend the duration
of the visible dmg? (I didn't check the front view part, but im also not that good in coding, so Iskip battle mechanism for the time being when I know something good is abs (evented) falls out.

but further its pretty awesome.
 

TSR

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...is it possible to extend the duration of the visible dmg?
Thank you for your comment!
Can you give a bit more details on what you mean? You suggest that critical/overkill should pops out after damage digits or you say they should remain on screen longer, or should the actual damage digits stay longer?

  • 1 Hidden TSR in a blue barrel in lower right part of the map
  • 1 Hidden TSR in the hidden box in lower part of the screen where you can walk out of the map
  • 1 Hidden TSR in the top left Locker (Need to activate the switch on the wall and pass through the sliding door to get it without being caught.
 

ShadowDragon

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should stay remain longer on the screen for 60-90 frames or 2 seconds at most (or ajustable)
if you release in public so they can decide the speed for fading out. ot you dont have much time to read.
 
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TSR

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Ok, cool! Good idea, I'll check what can be done. Thanks!

EDIT: @ShadowDragon I updated the Plugin to v0.2 thanks to your suggestion. It now have a Popups Frame Duration parameter!

*But I think I now get what you meant in the first place: You tried my Mini Game and saw those fast pace critical and overkill popups? No, the Mini Game was made and deployed like 1 week before I went into making this plugin, these were simple animation (and yes, very fast).
So if this is the case, it's mean that you really got to test the Plugin for yourself cause it look WAY better with real popups!

Thanks again!
 
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TSR

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Latest update:
FEATURES (Main thread above has been updated):
  • New parameters: Each of the popups revamp and visual features offered by the alternate Damage sprite sheet can now be Disable/Enable so you can choose wich ones you want to appears in your game
  • Other parameters allow customization of the Screen Effects for 'Critical Hit', 'Overkill' and 'Immune'. You can choose the color and the duration of the Flashing Screen Effect, and select the SE you want (if any) to play along with it.
  • Check State Resist function is updated so now it can detect any form of State Inflicting Effect contained in the attack.
  • Overkill will appears only once no matter how many hit are dealt.
  • EDIT: Patch v0.4.2 have been added to fix a small compatibility problem with TSR_Quit
TESTINGS:
  • So far, works fine with FRONT VIEW battles too
  • No incompatibility with Yanfly's Plugins have been reported. TSR_TP_popup must be placed just under YEP_BattleEngineCore and above every others.
  • If you're using YEP_BattleEngineCore along with Action Sequences, you can use use all the 'Change TP' sequences and Popups will show.
Code:
<target action>
   motion walk: user
   move user: target, front base, 15, auto offset x -20
   animation wait: 4
   motion attack: user
   motion wait: user
   action animation
   animation wait: 4
   action effect: target
   TP +25: target, show //you must add 'show' to make popups appears
   death break
</target action>
  • If you're using YEP_BattleEngineCore along with other main Yanfly Plugins such as SkillCore or BuffStateCore, you can create Lunatic TP effects and show the popups accordingly using the startdamagePopup() method.
Bellow is an exemple of a TP depleting state that mimic a 'poison' state with the use of Lunatic Notetags from YEP_BuffStateCore:
Code:
<Custom Action End Effect>
   user.gainTp(-10);
   user.startDamagePopup();
</Custom Action End Effect>

<Custom Regenerate Effect>
   user.gainTp(-10);
   user..startDamagePopup();
</Custom Regenerate Effect>
Note that no Notetags from TSR_TP_popup is needed, yet TP popups will appears thanks to my Plugin.

Thanks for trying it!
TSR
 
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TSR

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Hello all!
I've been play testing my project for nearly one month using this Plugin along with all the Yanfly Plugins in use in my project, and TSR_Quit.js of course.

I've not encountered any flaws so there's no real update this time.
Yes, there's a v0.43 available now, but it's just small corrections in the Plugin instructions with no change to the actual code.

Here's a list of all the Plugins I use in my current project so that it can be assumed that they are fully compatible with TSR_TP_popup.js (and TSR_Quit.js in the meantime).
TSR_Quit.js
TSR_TP_popup.js
YEP_AbsorptionBarrier.js
YEP_AdvancedSwVar.js
YEP_AutoPassiveStates.js
YEP_BattleAICore.js
YEP_BattleAniSpeedOpt.js
YEP_BattleEngineCore.js
YEP_BattleSelectCursor.js
YEP_BuffsStatesCore.js
YEP_ButtonCommonEvents.js
YEP_CommonEventMenu.js
YEP_CoreEngine.js
YEP_DamageCore.js
YEP_DynamicTitleImages.js
YEP_ElementAbsorb.js
YEP_ElementCore.js
YEP_EnemyLevels.js
YEP_EnhancedTP.js
YEP_EquipCore.js
YEP_EventHitboxResize.js
YEP_EventMiniLabel.js
YEP_EventRegionTrigger.js
YEP_EventSpriteOffset.js
YEP_ExtraEnemyDrops.js
YEP_ExtraParamFormula.js
YEP_FloorDamage.js
YEP_FpsSynchOption.js
YEP_HitAccuracy.js
YEP_ItemCore.js
YEP_ItemSynthesis.js
YEP_MainMenuManager.js
YEP_MainMenuVar.js
YEP_MapGoldWindow.js
YEP_MessageCore.js
YEP_MoveRouteCore.js
YEP_OptionsCore.js
YEP_OverkillBonus.js
YEP_RegionBattlebacks.js
YEP_RegionEvents.js
YEP_SaveCore.js
YEP_SaveEventLocations.js
YEP_SectionedGauges.js
YEP_ShopMenuCore.js
YEP_SkillCore.js
YEP_SkillMasteryLevels.js
YEP_SpecialParamFormula.js
YEP_StatusMenuCore.js
YEP_StopMapMovement.js
YEP_TargetCore.js
YEP_Taunt.js
YEP_UtilityCommonEvents.js
YEP_VictoryAftermath.js
YEP_WeaponAnimation.js
YEP_WeaponUnleash.js
YEP_X_ActSeqPack1.js
YEP_X_ActSeqPack2.js
YEP_X_ActSeqPack3.js
YEP_X_AftermathLevelUp.js
YEP_X_AnimatedSVEnemies.js
YEP_X_AreaOfEffect.js
YEP_X_AttachAugments.js
YEP_X_BattleSysCTB.js
YEP_X_CEMSetupPack1.js
YEP_X_CEMSetupPack2.js
YEP_X_ChangeBattleEquip.js
YEP_X_CondShopPrices.js
YEP_X_CounterControl.js
YEP_X_CriticalControl.js
YEP_X_EquipRequirements.js
YEP_X_ExtMesPack1.js
YEP_X_ExtMesPack2.js
YEP_X_ItemCategories.js
YEP_X_ItemDisassemble.js
YEP_X_ItemDurability.js
YEP_X_ItemRequirements.js
YEP_X_ItemUpgradeSlots.js
YEP_X_MessageMacros1.js
YEP_X_MoreCurrencies.js
YEP_X_SelectionControl.js
YEP_X_SkillCooldowns.js
YEP_X_SkillCostItems.js
YEP_X_TickBasedRegen.js
YEP_X_TurnOrderDisplay.js
YEP_X_VisualHpGauge.js
YEP_X_VisualStateFX.js
YEP_Z_PassiveCases.js

Thank you to all that have been using this Plugin!

Take care of yourself and your family in this harsh time, folks!
 

albert-youkai

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I whonder if compatible with fallen olivia plugins (octopath battle system)
 

TSR

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Hello!
I whonder if compatible with fallen olivia plugins (octopath battle system)
That remains to be tested. Considering that all the features from my Plugin can be enable/disable separately, I assume both Plugins would works togethers in some way.
Your best shot would be to test it and see how it behave. If you do so, I'll be grateful if you could report compatibility issues (or not). Thanks!
 

albert-youkai

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Sure, i will test it
Just put in my hold on plugin to try
 
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TSR

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Hello, thanks for reporting! :thumbsup-right:
I use Buff&State core in my projects along with my plugin... I'll run some test to see if I missed something with that specific notetag. I'll report back.
Thanks again!

EDIT: @Anyone
Just test it with this simple code in notetag:
Code:
<Custom React Effect>
  if (this.isPhysical()) {
    value = 0
  }
</Custom React Effect>
Works as intented... Could you elaborate on what's not working anymore? Thanks!
 
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TSR

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Hello all!
Just a little bump to say that I now consider this Plugin being completed and released.
It still say version 0.4, but it's really version 1.4 now :p


I provide the link to the itch.io page of the Plugin, but there won't be any new release yet...

EDIT: post wasn't finish....

So, I said 'not yet' because I'm currently working on it to add some cool new features.
A built from my other Plugin TSR_TextColorAddOn.js gave me an idea for that Plugin.

In addition to the Alternate Damage Sprite Sheet, the Plugin will allow the use of text string for the damages popups. And with the use of TSR_TextColorAddOn, you'll be able to add cool gradient colors to your battle Popups.
Capture d’écran 2020-05-02 à 12.09.28 1.png
It's pretty much done and functionnal. All is left is to add the parameters so you can set the popups color and the actual text to show for effect Popups. Like you could call it 'Super Slam' or whatever, instead of 'Overkill'...

You can expect a release fairly soon...

Regards!
TSR
 
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TSR

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Hello all! Update is ready!
Header.png
Main post have been updated above.​
Changed the name and restructed the script, and of course, the Plugin now allow the use of text string for popups.

 

Moon_Haven

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1- Merci d'avoir partagé! Salut Montréal! :smile:


2- Is there a way to select the font for the damage popup? I'd like to use a different font than the one I'm using for the text of my game.


3- Small bug report:
If you set the following settings:

--- General ---
Enable Damage Sheet = False
String Damage Popup = True

---HP Popup---
Miss String = BLAH


A missed attack in the game will still show "miss" from the damage image file, and not the string BLAH.

When I switch the Enable Damage Sheet = True, then this bug disappears.
 
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Ronove

♫꒰・‿・๑꒱
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Hi!
I really like this plugin because it lets me use the numbers I've already made and it's really simple to use!
I have, however, found some bugs!
When you CRIT/OVERKILL something with an element the enemy is weak to, it won't show it was weak to it! EDIT: which is intended I see! That's cool! But the problem is this ALSO occurs when you don't have critical/overkill popups enabled and you happen to crit/overkill the mob.

The second bug is so I gave the mob a poison state so it takes tick damage at the end of the turn. Now, if I hit it with something it's weak against, the tick damage afterward will also say WEAK if the attack was at the end of the turn. Obviously, it's not weak to the poison tick.

Otherwise, I definitely love the popups.
 
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