Damage Popup Delay after the Animation

Started by Ronivan, June 01, 2015, 04:52:40 pm

Previous topic - Next topic

Ronivan

Hello again friends.
I was wondering if its possible to delay the damage popup number after the animation, because some of my spells the damage popups in the middle or even before the animation is finished. I want some help or advice to how fix this problem. Thanks again.

KK20

Assuming you are using the default battle system

class Scene_Battle
  def update_phase4_step4
    # Animation for target
    for target in @target_battlers
      target.animation_id = @animation2_id
      target.animation_hit = (target.damage != "Miss")
    end
    # Animation has at least 8 frames, regardless of its length
    @wait_count = @animation2_id == 0 ? 8 : $data_animations[@animation2_id].frame_max - 8 #<=== Can change the -8 to something else if you'd like
    # Shift to step 5
    @phase4_step = 5
  end
end

which I believe you are not.

Other Projects
RPG Maker XP Ace  Upgrade RMXP to RMVXA performance!
XPA Tilemap  Tilemap rewrite with many features, including custom resolution!

Nintendo Switch Friend Code: 8310-1917-5318
Discord: KK20 Tyler#8901

Join the CP Discord Server!

Ronivan

June 01, 2015, 06:46:30 pm #2 Last Edit: June 01, 2015, 06:49:09 pm by Ronivan
Indeed I'm, and of course it didn't worked. But I have found this line here:

 
  def step4_part2(battler)
    if battler.hit_animation
      wait_base = battler.animation_2 == 0 ? 8 : [$data_animations[battler.animation_2].frame_max, -8].max
    else
      wait_base = battle_speed
    end
    set_action_anim(battler, wait_base)
    set_hurt_anim(battler, wait_base)
    set_damage_pop(battler)
    @status_window.refresh if status_need_refresh
    return unless all_throw_end(battler) and anim_delay_end(battler) and pose_delay_end(battler)
    wait_time = check_wait_time(wait_base, battler, "TIMEAFTERANIM/")
    battler.wait_time = battler.skip? ? 0 : wait_time.to_i
    reset_animations(battler)
    battler.hit_animation = check_include(battler_action(battler), "HITSANIMATION")
    battler.pose_animation = false
    battler.animation_2 = 0
    battler.current_phase = "Phase 4-3"
  end

Ronivan

I've found a solution here, its seems my battle system had its own customization line which allows user to define damage popup delay of any desire skill.
Thanks for the help anway!