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- Sep 17, 2015
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I've been working on a plugin that turns the Battle Log into an actual window, but i'm coming up with a problem in that i can't hide it when the "<enemy> emerges!" text shows up nor during the results screen. I added some pictures to show what i mean.
I've been using
Scene_Battle.prototype.startPartyCommandSelection = function() { this._logWindow.hide(); this.refreshStatus(); this._statusWindow.deselect(); this._statusWindow.open(); this._actorCommandWindow.close(); this._partyCommandWindow.setup();}; Scene_Battle.prototype.startActorCommandSelection = function() { this._logWindow.hide(); this._statusWindow.select(BattleManager.actor().index()); this._partyCommandWindow.close(); this._actorCommandWindow.setup(BattleManager.actor());};to hide the battle log but that does not cover both instances i showed above and either way, i feel that having a conditional branch would be much more efficient.


Scene_Battle.prototype.startPartyCommandSelection = function() { this._logWindow.hide(); this.refreshStatus(); this._statusWindow.deselect(); this._statusWindow.open(); this._actorCommandWindow.close(); this._partyCommandWindow.setup();}; Scene_Battle.prototype.startActorCommandSelection = function() { this._logWindow.hide(); this._statusWindow.select(BattleManager.actor().index()); this._partyCommandWindow.close(); this._actorCommandWindow.setup(BattleManager.actor());};to hide the battle log but that does not cover both instances i showed above and either way, i feel that having a conditional branch would be much more efficient.