Formation Bonus script issues with Luna Battle Engine.

Christian777

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Hi everyone, i am having some problems with the Formation Bonus script and Luna Engine, i am using a series of scripts along with Vlue Formation script that makes a command in battle to change rows in the middle of the battle.
These scripts were made by Roninator2, you can see his scripts here: https://forums.rpgmakerweb.com/index.php?threads/formation-bonus.27146/page-3
These scripts also work as a bonus to Yanfly Party system... but the problem is when i use a custom UI in battle and THAT battle formation script.
I tried everything i know in script modification but i cant fix it in any way... any help is grealty apprecited.
This is what appears when i exit from the formation script in battle:
 

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Roninator2

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give me a list of the scripts you are using and their order and/or a screen shot of your scripts (if they are descriptive enough to understand which ones they are).
alternatively you can make a demo project to show the problem and send me a private message with the link so I can work with it.
 

Christian777

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Ok bro, i will upload the project for you, thanks a lot.
 

Roninator2

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It seems to be a script incompatibility.
Vlue Formations script causes errors with Luna Battle Engine portion.
Specifically with opacity and visibility for status_window
Changing the values works.
Ruby:
  #--------------------------------------------------------------------------
  # opacity
  #--------------------------------------------------------------------------
  def opacity
    return 0 unless SceneManager.scene_is?(Scene_Battle)
    return 0 unless SceneManager.scene.status_window
    return 255 #SceneManager.scene.status_window.openness
  end
 
  #--------------------------------------------------------------------------
  # visible
  #--------------------------------------------------------------------------
  def visible
    return false unless SceneManager.scene_is?(Scene_Battle)
    return false unless SceneManager.scene.status_window
    return true #SceneManager.scene.status_window.visible
  end
 

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