Joronjo

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As the title implies, i want to be able to show the battle log as windows instead of as the black bar thing, but i don't know what or where to modify.
 

Kenen

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As in a generic window using your windowskin? One way to do it would be:

Window_BattleLog.prototype.initialize = function() { var width = this.windowWidth(); var height = this.windowHeight(); Window_Selectable.prototype.initialize.call(this, 0, 0, width, height); // Change made below this.opacity = 255; this._lines = []; this._methods = []; this._waitCount = 0; this._waitMode = ''; this._baseLineStack = []; this._spriteset = null; this.createBackBitmap(); this.createBackSprite(); this.refresh();};Window_BattleLog.prototype.createBackSprite = function() { this._backSprite = new Sprite(); this._backSprite.bitmap = this._backBitmap; this._backSprite.y = this.y; this.addChildToBack(this._backSprite); // Change made below this._backSprite.opacity = 0;};Window_BattleLog.prototype.drawLineText = function(index) { var rect = this.itemRectForText(index); this.contents.clearRect(rect.x, rect.y, rect.width, rect.height); // Change made below; vertical text offset, if needed this.drawTextEx(this._lines[index], rect.x, rect.y + 4, rect.width);};Edit: you'll probably also want a this._logWindow.height = 100; in Scene_Battle. Change 100 to whatever you want.
 
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Kenen

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Go for it; no need to credit me.
 

Joronjo

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Thanks! While the window works, it seems to be permanently shown in battle. Is there a way to hide it while there is no text to display?
 

Kenen

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You can try adding this._logWindow.show(); under endCommandSelection and .hide() under startActorCommandSelection, both in Scene_Battle.
 

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