/*============================================================================= FixDamagePopup.js ---------------------------------------------------------------------------- (C)2023 Triacontane This software is released under the MIT License. http://opensource.org/licenses/mit-license.php ---------------------------------------------------------------------------- Version 1.0.0 2023/03/08 初版 ---------------------------------------------------------------------------- [Blog] : https://triacontane.blogspot.jp/ [Twitter]: https://twitter.com/triacontane/ [GitHub] : https://github.com/triacontane/ =============================================================================*/ /*: @target MZ @url https://github.com/triacontane/RPGMakerMV/tree/mz_master/FixDamagePopup.js @plugindesc Damage popup fix plugin @author Triacontane @license MIT License @help English Help Translator: munokura This is an unofficial English translation of the plugin help, created to support global RPG Maker users. Feedback is welcome to improve translation quality (see: https://github.com/munokura/triacontane-MZ-plugins ). Original plugin by Triacontane. Please check the latest official version at: https://triacontane.blogspot.com ----- FixDamagePopup.js Fixes an issue where the actual increase or decrease in HP damage or recovery displayed in the popup would differ from the actual value when both the damage and effect of a skill are set to HP damage or recovery. Terms of Use: You may modify and redistribute this plugin without permission from the author, and there are no restrictions on its use (commercial, R18+, etc.). This plugin is now yours. */ /*:ja @plugindesc ダメージポップアップ修正プラグイン @target MZ @url https://github.com/triacontane/RPGMakerMV/tree/mz_master/FixDamagePopup.js @base PluginCommonBase @orderAfter PluginCommonBase @author トリアコンタン @help FixDamagePopup.js スキルでダメージと使用効果との両方にHPダメージや回復が設定されたとき 実際の増減とポップアップされる値とで差異が出てしまう問題を修正します。 利用規約: 作者に無断で改変、再配布が可能で、利用形態(商用、18禁利用等) についても制限はありません。 このプラグインはもうあなたのものです。 */ (() => { 'use strict'; const _Game_Battler_gainHp = Game_Battler.prototype.gainHp; Game_Battler.prototype.gainHp = function(value) { const prev = this._result.hpDamage || 0; _Game_Battler_gainHp.apply(this, arguments); this._result.hpDamage += prev; }; const _Game_Battler_gainMp = Game_Battler.prototype.gainMp; Game_Battler.prototype.gainMp = function(value) { const prev = this._result.mpDamage || 0; _Game_Battler_gainMp.apply(this, arguments); this._result.mpDamage += prev; }; const _Game_Battler_gainTp = Game_Battler.prototype.gainTp; Game_Battler.prototype.gainTp = function(value) { const prev = this._result.tpDamage || 0; _Game_Battler_gainTp.apply(this, arguments); this._result.tpDamage += prev; }; })();