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- Oct 25, 2015
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Here I am again, I've been fighting this for some time already but it's too confusing for me.
So, Buffs States Core by Yanfly allows you to create states with custom effects. I'm using this to make a balanced poison and bleeding debuffs. They both cause the target to lose hp but their formulas are different and poison doesn't kill.
Victor Engine Damage Popup plugin causes damage popups to be more custom, you can animate them, change their colors etc. I've tried using SRD's DamagePopupCustomiser, but the "custom" effects were broken.
My goal is to make the Poison damage green, and the Bleeding damage red.
To the problem. I've implemented 2 states for my game, those are the codes I made:
Poison:
Bleeding:
Note:
This code works fine. Sadly, once I turn on VE_DamagePopup, bam, only the Bleeding popup appears (probably because its ID is higher). Now, I've done some research and I'm pretty sure that's because of the function that Victor has overwritten. It's
Here's a project with recreated issue: [TEMPLATE PROJECT]
I removed all the music and most of graphics so it's lightweight, test it at your will~
So yeah, I don't know what else to add. Please ask questions if unsure. Thanks.
So, Buffs States Core by Yanfly allows you to create states with custom effects. I'm using this to make a balanced poison and bleeding debuffs. They both cause the target to lose hp but their formulas are different and poison doesn't kill.
Victor Engine Damage Popup plugin causes damage popups to be more custom, you can animate them, change their colors etc. I've tried using SRD's DamagePopupCustomiser, but the "custom" effects were broken.
My goal is to make the Poison damage green, and the Bleeding damage red.
To the problem. I've implemented 2 states for my game, those are the codes I made:
Poison:
Code:
<Custom Remove Effect>
target._customValue = undefined;
</Custom Remove Effect>
<Custom Turn End Effect>
target._customValue = 69;
if (target._customValue !== undefined) {
var value = target._customValue;
target.gainHp(-value);
target.startDamagePopup();
target.startAnimation(59, false, 0); }
</Custom Turn End Effect>
Code:
<Custom Remove Effect>
target._customValue = undefined;
</Custom Remove Effect>
<Custom Turn End Effect>
target._customValue = 420;
if (target._customValue !== undefined) {
var value = target._customValue;
target.gainHp(-value);
target.startDamagePopup();
target.startAnimation(67, false, 0);
if (target.isDead()) {
target.performCollapse(); }}
</Custom Turn End Effect>
To make those effects colored, I used:
for poison (and the same for bleeding but '#C91F1F'). That's in place of:
The issue appears no matter the way to show the popup, so I put a less complicated version for testing.
Code:
var motion = 'Pop High, Fall High, Pop Low, Fall Low, Wait, Wait';
var font = 'this.standardFontFace()';
this.(value, motion, font, 32, '#3DB74D');
Code:
target.startDamagePopup();
This code works fine. Sadly, once I turn on VE_DamagePopup, bam, only the Bleeding popup appears (probably because its ID is higher). Now, I've done some research and I'm pretty sure that's because of the function that Victor has overwritten. It's
Sprite_Battler.prototype.setupDamagePopup
. That function is also in YEP_BattleEngineCore. I think that because the bug occurs for both startDamagePopup()
and callCustomPopup
.Here's a project with recreated issue: [TEMPLATE PROJECT]
I removed all the music and most of graphics so it's lightweight, test it at your will~
So yeah, I don't know what else to add. Please ask questions if unsure. Thanks.