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Moghunter's Battle HUD Question

BMM Archive · July 15, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: Moghunter's Battle HUD Question
  • Original author: Otabo
  • Original date: January 7, 2018
  • Source thread: https://forums.rpgmakerweb.com/threads/moghunters-battle-hud-question.89568/
  • Source forum path: Game Development Engines > RPG Maker Javascript Plugins > Javascript/Plugin Support

Summary

If anyone knows anything about the coding in the Battle HUD plugin by Moghunter, maybe you can help me out here. I've been trying to find out why this is happening for about a few weeks now. Basically, I'm trying to find out what is causing this issue with the overall timing of the enemies' battle animations and damage popups. Now with the YEP Battle Engine Core ON (http://yanfly.moe/2015/10/10/yep-3-battle-engine-core/) and Mog's Battle HUD (https://atelierrgss.wordpress.com/rmv-battle-hud/) set to OFF, the enemy attack animation plays, then pauses a couple of frames, then damage...

Archived First Post

If anyone knows anything about the coding in the Battle HUD plugin by Moghunter, maybe you can help me out here. I've been trying to find out why this is happening for about a few weeks now.

Basically, I'm trying to find out what is causing this issue with the overall timing of the enemies' battle animations and damage popups. Now with the YEP Battle Engine Core ON (http://yanfly.moe/2015/10/10/yep-3-battle-engine-core/) and Mog's Battle HUD (https://atelierrgss.wordpress.com/rmv-battle-hud/) set to OFF, the enemy attack animation plays, then pauses a couple of frames, then damage popup appears - as it does normally. Now when I turn Mog's Battle HUD to ON, the enemy attack animation plays just fine, however, the damage popup occurs at the exact same time, which is where the problem lies. It looks weird for short animations like the normal attack animation, but if I were to say, use some kind of longer animation for example, the damage popup will play instantly before the skill animation even finishes. That looks bad. I made a new project several times just to test which of all the plugins I'm using that could be causing this, and so far, it's none of them, and I'm not getting any errors or anything like that. Once I place the Mog Battle Hud plugin in and turn it on, is when this happens. So I suspect that there is something in the code of the MOG Battle Hud plugin that could be overwriting something from the YEP Battle Engine code that's causing it. I've been looking around in it and testing different things, but to no avail. I simply can't find it.
Also, my actors are fine - when the animations from the actors play, they play normally with both plugins ON. No issue with actors - it's only the enemies that this is occuring with.

My question is this: Now I know that YEP plugins and MOG plugins don't necessarily get along together, but where in that plugin's code (the MOG Battle HUD plugin, that is) would the animations and damage popups be controlled or called from, and what can I do so that my animations and damage popups function like they do in YEP, but with MOG's plugin on too?

I've added a sample project so that you can see what I'm talking about:
http://www.mediafire.com/file/3k6d11wzyh5ftcy/Test HUDs.zip

Any help is appreciated! Thanks in advance.

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