Party status bar vanishes in battle

vociferocity

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So I'm setting up a system where you can change classes in battle via a skill tied to a common event, and uhh I'm running into an awkward issue: when the choices are displayed, the party status bar vanishes, only to reappear after a full turn (party attacks, enemy attacks, party status reappears)



this is what happens! it's a bit terrible



this is what my common event looks like.

I guess I need to call a function that will refresh the party status or something, but uhh I have no idea what function to call? I tried "Scene_Battle.status_window.refresh", but it crashes the game. I think it's because Scene_Battle is the name of the class, & I need to call an actual instance of it, but ughh I have no idea how. this scripting language hates me

also: I'm using yanfly's battle engine, if that helps!
 

Andar

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can you please give us a full screenshot of the event, without cutting off the options/conditions you set?


That kind of error depends on when and how the command is executed, not only on the command alone - and without the rest of the event, we can't see that.
 

Engr. Adiktuzmiko

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try SceneManager.scene.status_window.refresh

though it will probably still error since status_window doesn't have an accessor... so you might need to add this script first

Code:
class Scene_Battle  attr_accessor :status_windowend
 

vociferocity

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@andar: it's a common event, so there aren't really options. the trigger is set to "none", because it's just called directly from a skill.

@shana: well, it didn't crash! the status window still vanished, but it reappeared once the characters had made their decisions. it also reappears if I go left to the main combat window (where it shows fight/escape), so I guess I just need to somehow re-call the fight window? I had a look through the battle system script, but I couldn't work out what function really does that.

also: this skill doesn't use up the character's turn. is that because it doesn't really "do" anything (it just calls a common event)? is there something I can add to make it take up a turn? 
 

Andar

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also: this skill doesn't use up the character's turn. is that because it doesn't really "do" anything (it just calls a common event)? is there something I can add to make it take up a turn?
By default, any skill use (no matter what) takes up the actor's turn option.


If it doesn't do this in this case, then you installed a script that changed that behavior from default (there are one or two that do this).


To switch it back, you need to refer to the script's configuration how to set the skills to be instant use or not.


Or simply remove the script you're using to make this skill not take up the turn...
 

vociferocity

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ohhhh, I see. I have an "instant skill" script, I think I misunderstood what "instant" meant - like, I thought it would just happen immediately, and be the character's skill for the turn, not happen immediately & give the character another go. my bad! but thanks for the heads up (I would never have worked it out)
 

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