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(Using Yanfly's Battle Core Plugins and Core Engine)


I'm not sure if I'm overlooking this, or if this is a real issue:

Screen Shot 2022-08-14 at 10.57.26 PM.png

Here, I have used SRD's HUD Maker to adjust window sizes as seen here.
See where it says "Practice Dummy?"

I want all of the battle actions that happen during gameplay to remain in that box.
The problem is, whenever actions begin, this is what happens every time:

Screen Shot 2022-08-14 at 10.57.46 PM.png

The Battle Actions seem to be stuck in this small window-bar thing, and I can't seem to find the correct parameter in any of the plugins to tell the game "hey keep those action texts in the window".


Perhaps I am overlooking this? How can I fix this issue, and keep those battle actions inside of that dialogue box where the "Practice Dummy" window is?
 

Eliaquim

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(Using Yanfly's Battle Core Plugins and Core Engine)


I'm not sure if I'm overlooking this, or if this is a real issue:

View attachment 237821

Here, I have used SRD's HUD Maker to adjust window sizes as seen here.
See where it says "Practice Dummy?"

I want all of the battle actions that happen during gameplay to remain in that box.
The problem is, whenever actions begin, this is what happens every time:

View attachment 237822

The Battle Actions seem to be stuck in this small window-bar thing, and I can't seem to find the correct parameter in any of the plugins to tell the game "hey keep those action texts in the window".


Perhaps I am overlooking this? How can I fix this issue, and keep those battle actions inside of that dialogue box where the "Practice Dummy" window is?
Hi there!

Did you create a new window, or the Practice Dummy window is the battle log window you adjusted with the SRD Hud maker?
 
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Hi there!

Did you create a new window, or the Practice Dummy window is the battle log window you adjusted with the SRD Hud maker?

Howdy!

The Practice Dummy text is inside one of the battle log windows I adjusted with SRD.
(It's the window that pops up when you're deciding which enemy to Attack).

(Also, I can create new windows??)
 

oooNUKEooo

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whats happening is that the help window which shows the battle log is animated. changing it with SRDs plugin wont be enough since there are other plugins and/or rpgmakers default code trying to animate it.

you need to
A ) find the source code for that window animation and change it
or
B ) find a plugin that prevents the said animation.
 
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whats happening is that the help window which shows the battle log is animated. changing it with SRDs plugin wont be enough since there are other plugins and/or rpgmakers default code trying to animate it.

you need to
A ) find the source code for that window animation and change it
or
B ) find a plugin that prevents the said animation.

Battle log being animated? Is that what the bar-window-thing is in the 2nd picture?
(I am not a scripter at all, so option A is probably not a good idea since I would probably mess it up somehow)


Would you happen to know any plugins for option B? I just tried searching for some battle-log related issues but couldn't find any.
 

oooNUKEooo

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when you use the srd menu editor, whats the name of that window?
 

oooNUKEooo

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thats the wrong window.

window_help is the window that showsdescriptions and targets names. thats the window in the 1st image you posted. it only appears in that moment. setting for it are displayed in the rpg_window.js file in your plugin folder, near the lines 1481 and 1486

Code:
Window_Help.prototype.initialize = function(numLines) {
    var width = Graphics.boxWidth;
    var height = this.fittingHeight(numLines || 2);
    Window_Base.prototype.initialize.call(this, 0, 0, width, height);
    this._text = '';
};

if you change "Graphics.boxWidth" and "this.fittingHeight(numLines || 2)" to values to, lets say, flat numbers such as 300 or 500 you can see the difference it will make in the window size. you can also create your own formulas (coding knowledge is a must).

the other window is the battle log, which displays messages such as "battler attacks. caused X damage", "battler is poisoned", "battler healed", and the plugin isnt showing because its not considered a "proper" window.

settings for it is also found in the rpg_window.js, near the lines 4745 and 4759

Code:
Window_BattleLog.prototype.initialize = function() {
    var width = this.windowWidth();
    var height = this.windowHeight();
    Window_Selectable.prototype.initialize.call(this, 500, 500, width, height);
    this.opacity = 0;
    this._lines = [];
    this._methods = [];
    this._waitCount = 0;
    this._waitMode = '';
    this._baseLineStack = [];
    this._spriteset = null;
    this.createBackBitmap();
    this.createBackSprite();
    this.refresh();
};

if you replace the line
Code:
    var width = this.windowWidth();
with a value, 500 in this example:
Code:
    var width = 500;
and
Code:
    var height = this.windowHeight();
with:
Code:
    var height = 500;

it will change to a 500x500 sized window.

if you change the zeros in the line
Code:
    Window_Selectable.prototype.initialize.call(this, 0, 0, width, height);
to your values (replace X and Y bellow):
Code:
    Window_Selectable.prototype.initialize.call(this, X, Y, width, height);
you will have a custom window placement in your screen. experiment with numbers if you dont already know where you want them.
 

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