01-10-2016, 09:56 PM
Adding new touches to an already existing damage pop tends to be problematic. However, I was able to actually add 'status effects' to his damage pop system. I was surprised how easy it was to use his already existing system. But the caveat is that by using his system, I was also using his pop damage animations. That means, no floating up... no floating down... the status pops would be bouncing with the rest of the victim's damage (or however you have it configured in the Config 1 - Basic page lines 440-488).
And instead of being shifted to the left/right, the system is more attuned towards having them above or below the remaining pops. BUT controls were put in place so you can adjust position, both vertical and horizontal.
BUT!!! You may like this, because it does accomplish many things:
1) Permits the renaming of damage pop names when shown in battle. You may have it set to Venom in the database, but have the name appear as 'Poisoned' when rendered as a pop.
2) Allows the loading of damage pop graphics from the same Graphics\Digits folder as the rest of his graphics if one is detected. If you have a 'Smackdown' status ailment, it will load the 'smackdown.png' file and render it. Otherwise, it will draw 'Smackdown' as usual.
3) Individual colors for the status ailment pops if it is rendered with text commands. Not something you need to worry about if all your status ailment pops are loaded graphic files.
4) You can skip some status ailments! You don't want to let someone see that the target is inflicted with the 'Hidden Curse' state? Put the State ID for that ailment in the array that hides em. OR, you can turn off the 'use default name option' switch and not give that state a custom name. If there is no custom name for a state defined AND you're turning default names off... it won't show at all as a pop!
5) Set how many custom states to show at a time!!! Yep, you can set it to 6 if you want. But personally, I think three is enough. Vertically rendered, that should be fine. It chooses which ones to display by ID order.
Give it a shot! Right... (>HERE!<)
And instead of being shifted to the left/right, the system is more attuned towards having them above or below the remaining pops. BUT controls were put in place so you can adjust position, both vertical and horizontal.
BUT!!! You may like this, because it does accomplish many things:
1) Permits the renaming of damage pop names when shown in battle. You may have it set to Venom in the database, but have the name appear as 'Poisoned' when rendered as a pop.
2) Allows the loading of damage pop graphics from the same Graphics\Digits folder as the rest of his graphics if one is detected. If you have a 'Smackdown' status ailment, it will load the 'smackdown.png' file and render it. Otherwise, it will draw 'Smackdown' as usual.
3) Individual colors for the status ailment pops if it is rendered with text commands. Not something you need to worry about if all your status ailment pops are loaded graphic files.
4) You can skip some status ailments! You don't want to let someone see that the target is inflicted with the 'Hidden Curse' state? Put the State ID for that ailment in the array that hides em. OR, you can turn off the 'use default name option' switch and not give that state a custom name. If there is no custom name for a state defined AND you're turning default names off... it won't show at all as a pop!
5) Set how many custom states to show at a time!!! Yep, you can set it to 6 if you want. But personally, I think three is enough. Vertically rendered, that should be fine. It chooses which ones to display by ID order.
Give it a shot! Right... (>HERE!<)