Here's a start (just know that I am not a developer). I'm sure there is a less convoluted way to fix this. For whatever reason, yanfly's plugin commandeers the battleenemy window for BOTH actors and enemies, which is where the compatibilities clash. None of the battleactor functions get used...
For anyone wondering how to get rid of the "talk" tab -- Comment out these 2 lines in the code (put "//" before them):
//this._commandWindow.setHandler('event', this.commandCommonEvent.bind(this));
//this.addCommand(commonEventName, 'event');
And change this number to return 3...
Yeah, I have used that plugin before but it's for faces only, not the screen HUD background (unless I am missing something). Maybe there's a clue in there as to how to refresh an image in MOG's plugin?
Thanks. The refresh bhud does nothing in this context. The force create battle HUD makes all parts of the hud just disappear (faces, commands, screen layout). I can't even tell if the folder switch is working because it's not refreshing the file with either of those two functions.
If you ignore...
Hi,
I would like a way to change the HUD image mid-battle if a switch is on. So instead of using "Layout_screen" it would use "Layout_screen2" or whatever.
Plugin: https://atelierrgss.wordpress.com/rmv-battle-hud/
Thanks for your help.
Hmm.. I'll try it in a new game later. Maybe one of my other plugins is affecting it or you have a different version or something, but it's actively working in my game.
Oh, sorry, I think there's a missing end bracket there:
Game_Battler.prototype.getBattler = function() {
var battler;
if (this.isActor()) {
if (this.isStateAffected(ID)) {
battler = $dataActors[ID];
} else {
battler =...
I can easily reproduce the issue:
Start a new game and enable MOG's weather script and put the weather images folder from MOG's demo in your image folder
Put some weather in the default map notetags (let's use "weather : 0 : 0 : 40 : 1 : 0 : Leaf_02B")
In the first enemy's troop tags, call a...
Wow, yeah this one does exactly what I was looking for earlier. However, I think it's only checking for a new sprite name and therefore it's not touching the other notetags like sprite size or frames...
In the YED code, I wonder if you could somehow switch the actor here to a different actor's...
I'm using Mog's plugin to show multiple layers of weather in battle. Assuming you've already setup some weather on the map, if you then use one of the plugin commands, such as (weather : 3 : 2 : 2 : 100 : 2 : Fire_01A) or (clear_weather: 10) in battle with a troop event or common event then...
You can edit the processdefeat function in the rpg_managers.js file.
Comment out the this.displayDefeatMessage(); so it looks like this:
BattleManager.processDefeat = function() {
//this.displayDefeatMessage();
this.playDefeatMe();
if (this._canLose) {...
Also, this assumes that the second spritesheet has the same dimensions, frames, and motions. If you want to change those, you'll have to add your own edits to the js file.
I FINALLY got this to work in a clunky way. Here's how you do it (I used a state to determine when the sprite should change). This is a temporary change.
1. add new notetag <Sideview Battler2: FILENAME>
2. edit YED_sideviewBattler.js:
a. add new line to regexp under existing filename...
Finally figured it out:
Dedicate a switch to turning it on and off and then put a new line here:
Window_CTBIcon.prototype.updateOpacity = function() {
var rate = this.opacityFadeRate();
if ($gameSwitches.value(YOURSWITCH) == false) return this.reduceOpacity();
So the setting "BattleManager._victoryPhase = true;" hides it permanently. I need a way to turn it off and on when text shows in battle.
Window_CTBIcon.prototype.updateOpacity = function() {
var rate = this.opacityFadeRate();
if (this._foreverHidden) return this.reduceOpacity()...
Update: I've solved half of the problem by using the patch here: https://forums.rpgmakerweb.com/index.php?threads/pictures-stuck-on-battle-result-screen-moghunters-battle-result-with-yanfly-plugins-rmmv.104946/ -- It now hides when displaying battle results.
var Imported = Imported || {}...
Hi,
I need some help hiding the turn order display in some specific circumstances such as on the victory screen and when text is displayed in battle (temporarily hiding). If someone could either point out how to do it, I would be extremely grateful.
Script...
Ugh-I HATE this! There's construction going on in my area and because of that my Internet connection is wonky; this site in particular keeps constantly freezing up on me; I can't even barely type a single sentence without the page freezing in the middle of it! I hope this changes soon.
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.