Sorry to ask, in the damage pop up script which would I put in and where? xD
cuz I tried pasting it in and I kept getting errors
#==============================================================================
# Damage Popup
# Version: 1.0b
# Author: modern algebra (rmrk.net)
# Date: September 8, 2009
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Description:
#
# This script allows damage to popup on top of the battler, rather than
# being shown in the message box.
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Instructions:
#
# Place this script above Main and below other custom scripts. Please see
# the editable region beginning at line 35 for configuration options.
#
# To change the text shown when a critical hit is landed, or the target is
# missed or the target evades, you will need to go up to the Vocab module
# (the very first script in the editor) and change the values of the
# following constants:
#
# CriticalToActor
# CriticalToEnemy
# ActorNoHit
# ActorEvasion
# EnemyNoHit
# EnemyEvasion
#==============================================================================
#================================================================================
# *** Module ModernAlgebra
#================================================================================
module ModernAlgebra
#\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
# EDITABLE REGION
#````````````````````````````````````````````````````````````````````````````
# Please read the comments above each constant to learn what it controls.
#||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
# DP_VANISH_SPEED controls the number of frames a damage pop sprite remains
# visible. There are 60 frames in a second.
DP_VANISH_SPEED = 80
# DP_PLUS_X and DP_PLUS_Y control the position of the damage pop sprites,
# with reference to the centre bottom of the damaged battler. Keep in mind
# that the damage pop is centred on a 200 pixel bitmap, so a DP_PLUS_X of
# -100 would have the text centred on the battler.
DP_PLUS_X = -100
DP_PLUS_Y = -50
# DP_FONT is the font used for displaying the damage popup. When it is an
# array, that is the priority in which fonts are checked. So, for instance:
# ["Verdana", "Arial", "Courier New"] would mean that the font would be
# Verdana by default. If the player doesn't have Verdana installed, it would
# be Arial, and if the player doesn't have Arial installed, it would be
# Courier New.
DP_FONT = ["Verdana", "Arial", "Courier New"]
# DP_SIZE is the size of the damage popup text.
DP_SIZE = 32
# The _COLOR constants below control the colour of the damage popup in their
# respective situations and are arrays holding the [red, green, blue] values
# of the colour.
# HPDAMAGE is the colour for when the target's HP is decreased
DP_HPDAMAGE_COLOR = [255, 255, 255]
# MPDAMAGE is the colour for when the target's MP is decreased
DP_MPDAMAGE_COLOR = [180, 20, 255]
# HPHEAL is the colour for when the target's HP is increased
DP_HPHEAL_COLOR = [0, 255, 0]
# MPHEAL is the colour for when the target's MP is increased
DP_MPHEAL_COLOR = [0, 0, 255]
# CRIT is the colour for when the target receives a critical hit
DP_CRIT_COLOR = [255, 255, 0]
# MISS is the colour for when the target evades or is otherwise missed
DP_MISS_COLOR = [255, 255, 255]
# If you still want damage to show up in the message box as well, change
# this value to true. false means the damage won't show up in the message
# box and only show up as a popup.
DP_SHOW_DAMAGE_IN_MESSAGE = false
#||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
# END EDITABLE REGION
#////////////////////////////////////////////////////////////////////////////
end
#==============================================================================
# ** Game Battler
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# new instance variables - dp_hp_damage_pop, dp_mp_damage_pop, dp_crit_pop,
# dp_miss_pop
# aliased method - execute_damage
#==============================================================================
class Game_Battler
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Public Instance Variables
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
attr_accessor :dp_hp_damage_pop
attr_accessor :dp_mp_damage_pop
attr_accessor :dp_crit_pop
attr_accessor :dp_miss_pop
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Damage Reflection
# user : User of skill or item
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias mdrnal_joy_exctdmge_dmgpop_1sd3 execute_damage
def execute_damage (user, *args)
@dp_crit_pop = actor? ? Vocab::CriticalToActor : Vocab::CriticalToEnemy if @critical
@dp_hp_damage_pop = @hp_damage if @hp_damage != 0
@dp_mp_damage_pop = @mp_damage if @mp_damage != 0
if @absorbed
user.dp_hp_damage_pop = (-1*@hp_damage) if @hp_damage != 0
user.dp_mp_damage_pop = (-1*@mp_damage) if @mp_damage != 0
end
mdrnal_joy_exctdmge_dmgpop_1sd3 (user, *args)
end
end
#==============================================================================
# ** Sprite Battler
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# aliased method - initialize, update
# new methods - dp_start_damage_pop, dp_update_damage_pop
#==============================================================================
class Sprite_Battler
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Object Initialization
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias modalg_joy_init_dmgpop_7df5 initialize
def initialize (*args)
@damage_pop_sprites = []
@damage_pop_frames = []
modalg_joy_init_dmgpop_7df5 (*args) # Run Original Method
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Frame Update
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias mdrnalg_jy_lufiaii_dmgpop_upd_1bd3 update
def update (*args)
mdrnalg_jy_lufiaii_dmgpop_upd_1bd3 (*args) # Run Original Method
dp_update_damage_pop unless @battler.nil?
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Start Damage Pop
# type : Whether HP, MP Damage
# damage : The amount to display
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def dp_start_damage_pop (damage, type = 0)
# Create Damage Sprite
sprite = Sprite_Base.new
sprite.bitmap = Bitmap.new (200, ModernAlgebra::DP_SIZE)
# Get color of damage
sprite.bitmap.font = Font.new (ModernAlgebra::DP_FONT, ModernAlgebra::DP_SIZE)
sprite.bitmap.font.size -= 4 if type > 1
sprite.bitmap.font.color = case type
when 0 then damage > 0 ? Color.new (*ModernAlgebra::DP_HPDAMAGE_COLOR) : Color.new (*ModernAlgebra::DP_HPHEAL_COLOR)
when 1 then damage > 0 ? Color.new (*ModernAlgebra::DP_MPDAMAGE_COLOR) : Color.new (*ModernAlgebra::DP_MPHEAL_COLOR)
when 2 then Color.new (*ModernAlgebra::DP_MISS_COLOR)
when 3 then Color.new (*ModernAlgebra::DP_CRIT_COLOR)
end
damage_string = damage.is_a? (String) ? damage : damage.abs.to_s
sprite.bitmap.draw_text (0, 0, 200, ModernAlgebra::DP_SIZE, damage_string, 1)
sprite.x = self.x + ModernAlgebra::DP_PLUS_X
sprite.y = @damage_pop_sprites.empty? ? self.y + ModernAlgebra::DP_PLUS_Y : @damage_pop_sprites[-1].y + 24
sprite.z = self.z + 20
@damage_pop_sprites.push (sprite)
@damage_pop_frames.push (0)
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Update Damage Pop
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def dp_update_damage_pop
# Start New Damage Pops
dp_start_damage_pop (@battler.dp_miss_pop, 2) if @battler.dp_miss_pop != nil
dp_start_damage_pop (@battler.dp_crit_pop, 3) if @battler.dp_crit_pop != nil
dp_start_damage_pop (@battler.dp_hp_damage_pop) if @battler.dp_hp_damage_pop != nil
dp_start_damage_pop (@battler.dp_mp_damage_pop, 1) if @battler.dp_mp_damage_pop != nil
@battler.dp_hp_damage_pop = nil
@battler.dp_mp_damage_pop = nil
@battler.dp_miss_pop = nil
@battler.dp_crit_pop = nil
# Store sprites to dispose
dispose_indices = []
opac_minus = 255 / ModernAlgebra::DP_VANISH_SPEED
@damage_pop_sprites.each_index { |i|
if @damage_pop_frames[i] == ModernAlgebra::DP_VANISH_SPEED
dispose_indices.push (i)
next
end
sprite = @damage_pop_sprites[i]
sprite.update
sprite.y -= 1 if @damage_pop_frames[i] % 2 == 0
sprite.opacity -= opac_minus
@damage_pop_frames[i] += 1
}
# Dispose finished damage sprites
dispose_indices.reverse.each { |i|
@damage_pop_sprites[i].dispose
@damage_pop_sprites.delete_at (i)
@damage_pop_frames.delete_at (i)
}
end
end
#==============================================================================
# ** Window Battle Message
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# aliased method - initialize, add_instant_text
#==============================================================================
class Window_BattleMessage
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Public Instance Variables
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
attr_accessor :dp_ignore_instant_text
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Object Initialization
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias algbra_popdamge_joy_initz_2fb5 initialize
def initialize (*args)
@dp_ignore_instant_text = false
# Run Original Method
algbra_popdamge_joy_initz_2fb5 (*args)
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Add Text
# text : Text to be added
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias mdrnalg_damagepopper_oyj_adintxt_4jk2 add_instant_text
def add_instant_text (*args)
return if @dp_ignore_instant_text
# Run Original Method
mdrnalg_damagepopper_oyj_adintxt_4jk2 (*args)
end
end
#==============================================================================
# ** Scene Battle
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# aliased methods - display_action_effects, display_state_changes
#==============================================================================
class Scene_Battle
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Display Action Effects
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias mdnalbra_jy_dispactefct_dmgpop_9jv2 display_action_effects
def display_action_effects (target, *args)
if target.missed
target.dp_miss_pop = target.actor? ? sprintf(Vocab::ActorNoHit, target.name) : sprintf(Vocab::EnemyNoHit, target.name)
elsif target.evaded
target.dp_miss_pop = target.actor? ? sprintf(Vocab::ActorEvasion, target.name) : sprintf(Vocab::EnemyEvasion, target.name)
end
@message_window.dp_ignore_instant_text = true unless ModernAlgebra::DP_SHOW_DAMAGE_IN_MESSAGE || target.actor?
mdnalbra_jy_dispactefct_dmgpop_9jv2 (target, *args) # Run Original Method
@message_window.dp_ignore_instant_text = false
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Display State Changes
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias mdrnag_joy_dspsttchng_dmpp_8jh3 display_state_changes
def display_state_changes (*args)
# Save value of ignore text
old_ignore_val = @message_window.dp_ignore_instant_text
@message_window.dp_ignore_instant_text = false
mdrnag_joy_dspsttchng_dmpp_8jh3 (*args) # RUn Original Method
@message_window.dp_ignore_instant_text = old_ignore_val
end
end