Jump to content
Jet

Battle Pop-Ups

Recommended Posts

Battle Pop-Ups

by Jet

 

Introduction

 

So, people like eye-candy, it's a fact. The default CBS offers little in eye-candy, so I made

this little thing to spruce it up a bit. Kept it simple too.

 

Features

 

- Pop-Ups

- Customizable Colors and Text

- Plug-n-play

- Compatible with my Animated Battlers Script

- And More...

 

Screenshots

 

25542276.png

 

Script

 

http://pastebin.com/raw.php?i=eZWm3JbS

 

Credit

 

Jet

Share this post


Link to post
Share on other sites

After the battle i get an error message: Script Battle Pop-Up by Jet 'line 125: NoMethodError occurred. Undefined method 'popups' for #<sprite_character:0x7997c88>

note: i didnt change anithing on sript

Share this post


Link to post
Share on other sites

After the battle i get an error message: Script Battle Pop-Up by Jet 'line 125: NoMethodError occurred. Undefined method 'popups' for #<sprite_character:0x7997c88>

note: i didnt change anithing on sript

 

Are you using this script with any other battle-related scripts? I am not replicating your error in my tests.

Share this post


Link to post
Share on other sites

After the battle i get an error message: Script Battle Pop-Up by Jet 'line 125: NoMethodError occurred. Undefined method 'popups' for #<sprite_character:0x7997c88>

note: i didnt change anithing on sript

 

Are you using this script with any other battle-related scripts? I am not replicating your error in my tests.

 

I'm only using your SBS script, and it's working perfectly (btw, i love it, thanks for making! ;) )

Share this post


Link to post
Share on other sites

Could you change script so damage is displayed properly when killing an enemy, not only popup of exact difference between current life and zero? And add customization of enabling/dsabling popups of tp gain/reduce, and also font size...

Share this post


Link to post
Share on other sites

Something very simple I'm afraid I don't know how to tackle... How would I go about removing all of the text aside from the numeral damage, health mp heals and tp heals and dmg? (meaning I'd like It not to show "Knockout", "Damage+"...)

I've tried a few things and saw the script is nicely customisable all down to the colors of the text, I was just unable to remove the text due to lack of basic scripting skill...

Share this post


Link to post
Share on other sites

Nice little script. :) I made a slight tweak to fix an erroneous increase of TP showing up on enemies each time they die:

 

Insert the following at line 242, just after check_hp_popup:

if @battler.hp > 0

 

And then at what will now be 245, add another:

end

 

Only a very simple tweak, but having random TP increases popping up for no apparent reason upon death was annoying me. :)

Share this post


Link to post
Share on other sites

Something very simple I'm afraid I don't know how to tackle... How would I go about removing all of the text aside from the numeral damage, health mp heals and tp heals and dmg? (meaning I'd like It not to show "Knockout", "Damage+"...)

I've tried a few things and saw the script is nicely customisable all down to the colors of the text, I was just unable to remove the text due to lack of basic scripting skill...

 

For the status effects: If you comment out (put a # at the start of the line) lines 116 and 118, that should probably do the trick. :) I haven't tested it as I'm in a bit of a hurry this morning, but I believe that'll stop the display of all status effects, including KO. Feel free to correct me if I'm wrong. ;)

 

For the bits like "Damage+", look at the strings near the start of the script. Just edit (or clear them) to whatever you prefer -- for example, HURT_TEXT = "Damage +" at line 30 could be changed to simply HURT_TEXT = "+" or even HURT_TEXT = ""

 

Finally, to get rid of the critical, miss or evaded messages (if you want to do that too), comment out lines 249, 251, and 253. :)

 

Again, bear in mind that I haven't tested any of this, so be sure to make a backup before you go around mangling it all on my advice. But it's a simple enough script so I see no reason why these changes shouldn't get the result you're looking for.

Edited by Gravecat

Share this post


Link to post
Share on other sites

The base script won't display "Miss" or "Evaded". I corrected the error in the script below for anyone else who had this problem. Lines 246-257.

 

 

def check_success_popup

if @battler.result.success

if @battler.result.critical

make_popup(Jet::BattlePopUps::CRITICAL_TEXT, Jet::BattlePopUps::CRITICAL_COLOR)

end

elsif @battler.result.missed

make_popup(Jet::BattlePopUps::MISSED_TEXT, Jet::BattlePopUps::MISS_COLOR)

elsif @battler.result.evaded

make_popup(Jet::BattlePopUps::EVADED_TEXT, Jet::BattlePopUps::EVADE_COLOR)

end

@battler.result.clear_hit_flags

end

 

 

####====Original=====

#### def check_success_popup

#### if @battler.result.success

#### if @battler.result.critical

#### make_popup(Jet::BattlePopUps::CRITICAL_TEXT, Jet::BattlePopUps::CRITICAL_COLOR)

#### elsif @battler.result.missed

#### make_popup(Jet::BattlePopUps::MISSED_TEXT, Jet::BattlePopUps::MISS_COLOR)

#### elsif @battler.result.evaded

#### make_popup(Jet::BattlePopUps::EVADED_TEXT, Jet::BattlePopUps::EVADE_COLOR)

#### end

#### @battler.result.clear_hit_flags

#### end

#### end

 

 

Also is there a way to alter the location of the pop ups? I'd like the numbers to come up a little higher above my actors.

 

Edit: nvm found it. Line 151. Where 110 can be any number of pixels up.

@y_prog = 110

Edited by Jamaz

Share this post


Link to post
Share on other sites

The script worked fine alone. I then used it with the side-view battle system and I started getting errors.

I deleted that "not" (the ! in front f.nil) and they became compatible(line 125).

f.popups.unshift(Sprite_JetPopup.new(text.to_s, color, f)) if !f.nil?

Edit: I'm failsauce for not reading above posts, putting pop-up above works now.

 

Edit: Error still pops up when a critical hit is made (it was doing this even with fresh script).

MD07a.png

When I delete ! at line 126 of pop up dmg again they become compatible.

 

Btw, thx Jamaz for that fix, that was driving me bonkers.

Edited by Scalinger2

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.

  • Recently Browsing   0 members

    No registered users viewing this page.

×
Top ArrowTop Arrow Highlighted