Damage Popup


Plugin Download


This plugin improves the popup damage diplay. Allowing an extensive edition of this display. You can change the damage display motion, add text to the display, such as critical or resistance, and add displays for states and buffs.


Requires the Victor Engine – Basic Module

Learn how to Install Victor Engine Plugins


Was this useful for you? Consider lending a hand by becoming my patron at Patreon, so I can continue creating content to help you and many other developers.


Advertisements
  1. I’m getting a RangeError Maximum call stack size exceeded in a project with nothing but VE_BasicModule 1.19 and VE_DamagePopup 2.00

    Like

    • There is a issue with the plugin, Currently it not working without the plugin ‘Control Text’.
      Until I update it, you will need the Control Text to use the Damage Popup.

      Like

  2. it would appear that version 2.01 isn’t online? i looked at the file after it crashed and saw it was 2.00

    Like

  3. odd cause now i see 2.01 myself lol. not sure what the problem was then on my end. thanks anyway… and thanks for this awesome plugin!

    Like

  4. When applying a state like poison, that slows drains health, the amount of hp damage that is done doesn’t pop up. Is that there a fix for this?

    Like

  5. I want my damage/hp etc pop up numbers to be much closer to each other, is this a feature? If so, Ive missed it!

    Very complete! It’s sweet for us perfectionists!

    Like

  6. Is this normal that the customs popup appears in the enemy side but not in the party side ?

    Like

    • No, it’s not. Test it without other plugins to find out if it’s an incompatibility or not.
      If it happens even on a project with only VE plugis, i will need more details about the setup.
      If it’s a compatibility issue, send me a link to the plugin causing that (please don’t send a list with 10+ plugins, send the link to the only one causing that).

      Like

  7. Hello Victor, i have tried changing the font to Verdana instead of the code on “HP Damage Fontface” parameter but i get a error saying it is not defined. Even though i have the font on the folder “fonts” of the project and is installed. Could you instruct me on how to change the font to look like the ones in your video?

    Like

    • As said on the plugin help, the value is a script code. the word Verdana is not a valid script code.
      Use “Verdana” (in quotations) instead.

      Also, the font on the video is not a normal font, they are graphics set with the plugin SFont.

      Like

      • Thank you, this plugin really helps my project. Now the player wont need to check and memorize all monsters in the monsterbook to see what the monster is weak or strong against.
        BTW do intend to do something later for this plugin and VE_ElementSet so that it can work with 2 or more “elements”?
        Like when the monster is hit by an element that he is weak and another that he has normal resistence it shows normal damage and it wont even appear a text saying “weak” or “resist” at all even though it should by weak, like a thunder (lighting) sword (physical) tech on a aquatic monster.

        Nice work on the plugins.

        Like

      • The ‘resist’ and ‘weak’ messages are shown based on the final total element rate.

        So what will decide the message is how multiple resistances are handled, wich you can change with the Element Set.

        Like

  8. Hello, can you let this plugin display custom text?
    such as
    Use the treatment, in the treatment value above display “treatment”

    Like

    • There is a section of the plugin help giving a brief explanation on how to use custom popups. Notice that you will need to edit the scripts or use a plugin (for example the Battle Motions) to call those custom popups.

      Like

  9. The text seems to be off center for allies for some reason. The reason seems to partially be because I have my game in 1280 x 720 with the Yanfly Core plugin. I can manually adjust the offset to fix this, but in turn, this also affects enemies and causes their text to be off center instead. I think the ability to change both the offset for enemy text and for ally text would be a good quick fix for this problem.

    I tried running the game in the default resolution (816 x 624). The text displays relatively fine, but I noticed that there’s a slight problem with the distance of where the text for each character displays. Enter a battle with four characters. The text for the first character displays fine, but the text for the second ally is very slightly off center. The text gets increasingly slightly more off center for the third and fourth allies as well. The issue with the text distance is negligible.

    My game is using many plugins, but I’ve managed to narrow it down to these plugins that are involved with the problem: Yanfly Core Engine, Yanfly Battle Status Window, VE Basic Module, VE Damage Popup.

    Like

    • What is messing with the popup positions is the core engine, and it is not because of the resolution change, but because it mess with popup position.

      Like

      • Apparently, it’s the “Reposition Battlers” setting in Yanfly’s Core Engine that’s causing this. Do you think you could create a compatibility fix for this setting? I kind of need the “Reposition Battlers.”

        Like

      • Not working for compatibility fix for a plugin that is being constaly updated.

        Last time I did (throwable objects), an update on the battle core made my patch useless. Not something I want to happen again.

        Like

      • I took a quick look into the core engine and easily found a small piece of coding that was causing this issue. I disabled it and so far haven’t had too many repercussions. Thanks for telling me about this.

        Like

  10. Is there a way to make the popups change colors based on the element im using?
    Ex: Fire damage uses red color damage popup; water blue, normal damage uses gray, etc

    Liked by 1 person

  11. Love the plugin! Is there by chance a compatibility issue with Moghunter’s Battle HUD? Font changes work for damage dealt to enemies, but when the enemies attack the PCs, the damage is still the default MV font.

    Like

  12. thehonorableryu

    For the weakness and resist popups I’d like to display the calculated elemental rate percentages added to the ‘Weak’ and ‘Resist’ text. For example: ‘Weak 150%’ or ‘Resist 75%’

    I’ve tried converting the result of calcElementRate (multiplied by 100) to a string and adding it along with + ‘%’ to the ‘Weak’ and ‘Resist’ text, but I haven’t found a good place in the script to add it.

    I can’t do it at lines 1462 or 1464 because the var list will throw an undefined error, for instance. The parameters box seems to only take text (no operators, such as appending strings).

    Any suggestions? Thanks for your time!

    Like

    • the best way would be storing the element rate value when calculating the elemental rate, rather than calculating it again. and use this stored value somehow on the text.

      Like

      • thehonorableryu

        Hey, thanks for your response.

        I think I found a solution as to where I could work the stored value into the text. (I’m currently looking at line 1298 of your plugin, after adding conditional statements so that the elemental rate value converted to a string is displayed only if the type is ‘Weak’ or ‘Resist’.)

        But what would be the best way to store the element rate value? (I have some basic coding and RGSS3 familiarity, but am new to JavaScript and the default MV libraries.)

        Should I be able to store the element rate value from within the VictorEngine.calcElementRate function and be able to reference it elsewhere in the plugin? Or will I need to further extend the functions of Game_Action?

        Do I need to define a new parameter for DamagePopup and use it to store the elemental rate value? For testing, I tried using $gameVariables.value(id) and $gameVariables.setValue(id, value) as a global way to store the value (like you could in VX Ace), but with MV I’m getting null property errors.

        Much appreciated.

        Like

  13. Does it even show a popup when you receive damage on the map instead of a battle?

    Like

  14. Awesome plugin, the custom motions are bugged though, you forgot to add the “parameters[]” in

    VictorEngine.Parameters.DamgePopup[‘Custom ‘ + String(i)] = String(‘Custom ‘ + String(i)).trim();

    around line 1318

    Liked by 1 person

  15. Hi, is there a way to show TP heal ?

    Like

    • The plugin comes with this option already enabled by default. Although it doesn’t diplay TP gained by taking damage or executing actions, only TP given by items and skill effects.

      Like

      • Heya, thanks for the reply. That’s strange because I did that (giving with item or skill) I guess that’s a compatibility problem then. Thanks for the reply, cool plugin you’ve here.

        Like

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s

%d bloggers like this: