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MV VE_DamagePopup + YEP_BuffsStatesCore; showing only one regen popup despite having 2 regen states

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: MV VE_DamagePopup + YEP_BuffsStatesCore; showing only one regen popup despite having 2 regen states
  • Original author: Kemezryp
  • Original date: March 1, 2021
  • Source thread: https://forums.rpgmakerweb.com/threads/ve_damagepopup-yep_buffsstatescore-showing-only-one-regen-popup-despite-having-2-regen-states.133971/
  • Source forum path: Game Development Engines > RPG Maker Javascript Plugins > Javascript/Plugin Support

Summary

Here I am again, I've been fighting this for some time already but it's too confusing for me. So, Buffs States Core by Yanfly allows you to create states with custom effects. I'm using this to make a balanced poison and bleeding debuffs. They both cause the target to lose hp but their formulas are different and poison doesn't kill. Victor Engine Damage Popup plugin causes damage popups to be more custom, you can animate them, change their colors etc. I've tried using SRD's DamagePopupCustomiser, but the "custom" effects were...

Archived First Post

Here I am again, I've been fighting this for some time already but it's too confusing for me.
So, Buffs States Core by Yanfly allows you to create states with custom effects. I'm using this to make a balanced poison and bleeding debuffs. They both cause the target to lose hp but their formulas are different and poison doesn't kill.
Victor Engine Damage Popup plugin causes damage popups to be more custom, you can animate them, change their colors etc. I've tried using SRD's DamagePopupCustomiser, but the "custom" effects were broken.
My goal is to make the Poison damage green, and the Bleeding damage red.

To the problem. I've implemented 2 states for my game, those are the codes I made:
Poison:
Code:
<Custom Remove Effect>
target._customValue = undefined;
</Custom Remove Effect>
<Custom Turn End Effect>
target._customValue = 69;
if (target._customValue !== undefined) {
var value = target._customValue;
target.gainHp(-value);
target.startDamagePopup();
target.startAnimation(59, false, 0); }
</Custom Turn End Effect>
Bleeding:
Code:
<Custom Remove Effect>
target._customValue = undefined;
</Custom Remove Effect>
<Custom Turn End Effect>
target._customValue = 420;
if (target._customValue !== undefined) {
var value = target._customValue;
target.gainHp(-value);
target.startDamagePopup();
target.startAnimation(67, false, 0);
if (target.isDead()) {
target.performCollapse(); }}
</Custom Turn End Effect>
Note:
To make those effects colored, I used:
Code:
var motion = 'Pop High, Fall High, Pop Low, Fall Low, Wait, Wait';
var font = 'this.standardFontFace()';
this.(value, motion, font, 32, '#3DB74D');
for poison (and the same for bleeding but '#C91F1F'). That's in place of:
Code:
target.startDamagePopup();
The issue appears no matter the way to show the popup, so I put a less complicated version for testing.

This code works fine. Sadly, once I turn on VE_DamagePopup, bam, only the Bleeding popup appears (probably because its ID is higher). Now, I've done some research and I'm pretty sure that's because of the function that Victor has overwritten. It's Sprite_Battler.prototype.setupDamagePopup. That function is also in YEP_BattleEngineCore. I think that because the bug occurs for both startDamagePopup() and callCustomPopup.

Here's a project with recreated issue: [TEMPLATE PROJECT]
I removed all the music and most of graphics so it's lightweight, test it at your will~

So yeah, I don't know what else to add. Please ask questions if unsure. Thanks.

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