Rink27

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This seems very trivial, but I can't find the script call for the battle log. And before you link me to the google doc spreadsheet, it states:
Code:
"# Script Call Battle Logs!
# ----------------------------------------------
# First add this scriptlet:
class Scene_Battle < Scene_Base
  attr_accessor:log_window
end

# To load your own battle logs
SceneManager.scene.log_window.add_text(""Insert custom text here"")
# It doesn't clear out and just stays there until something else replaces it.
SceneManager.scene.log_window.wait
# If you want it to clear make sure to use this.
SceneManager.scene.log_window.wait_and_clear 

# You can also do something like this!
x  = ""Hi.""
x += "" Hello.""
x += "" This is getting long eh?""
x += "" Surely so long. wahahahahahaha""
SceneManager.scene.log_window.add_text(x)

# or:
y = SceneManager.scene.log_window
y.add_text(text)"

Which would not work.
 

Rink27

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Ah, it was in another sub-forum. I had searched for "battle log" and "log" before posting, but didn't come across that.
Thank you very much :)
 

Rink27

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I'm getting an undefined message when I try (within Yanfly's action sequences):
Code:
eval: SceneManager._scene._logWindow.addText(target._actorName + " was scorched due to contact!")

I'm ultimately trying to get to the point where the action sequence can display that the actor/enemy was inflicted with a status through a unique method. @Astfgl66 or anyone else browsing.
 

Astfgl66

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@Rink27 I don't know where you've read about the _actorName property, but it doesn't exist.
Battlers have a name method however, which you can call: "battler.name()".

So for your example the proper script call is
Code:
eval: SceneManager._scene._logWindow.addText(target.name() + " was scorched due to contact!")
 

Rink27

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@Astfgl66 ohh. I had tried target.name before. Thanks very much!
 

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