02-08-2014, 04:24 AM
The damage pop uses a few values to see if a battler has a damage pop and sends it into my damage pop system. IF your Drain/Osmosis script performs changes to the Game_Battler class, you need very few changes if you're using this one too.
The SP damage system adds @dvv_sp_damage_pop (a boolean or true/false/nil) value to see if the actor needs a SP damage pop to show, and @dvv_sp_damage, which holds the value of SP damage (nil by default). And, it sends the value to the Damage Pop sprite system by using self.dvv_sp_damage much the same way as self.damage is used to send damage values to the default pop system.
Just look at the Initialize and the end of the skill_effect methods in the Simple SP Damage script.
The SP damage system adds @dvv_sp_damage_pop (a boolean or true/false/nil) value to see if the actor needs a SP damage pop to show, and @dvv_sp_damage, which holds the value of SP damage (nil by default). And, it sends the value to the Damage Pop sprite system by using self.dvv_sp_damage much the same way as self.damage is used to send damage values to the default pop system.
Just look at the Initialize and the end of the skill_effect methods in the Simple SP Damage script.