Spiridonn

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I ran into this weird problem in my project where the window that displays ally targets when using a skill or an item doesn't display properly. First I thought it was caused by some plugins in my game but then I realize its not. So I created a new empty project without any plugins and the problem was still present. So I guess it's like this by default? The question is what causes this and how can I fix it? My guess is that it has something to do with the Window_BattleActor function in the rpg_windows.js file, but I have no idea what do change so the window displays properly in game.

I attached a screenshot to this post showing the issue I am talking about. The screenshot was taken from a new project with the default priest hero using his default heal ability. So there are no plugins or other external scripts at play here. What do I do to prevent this from happening? Can someone please help me out or explain?
 

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ATT_Turan

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You seem to be looking at the wrong thing.

The portion of the screen you're pointing at in your screenshot is the full battle status window that you see all the time.

The window that opens up to select a target is the shorter one taking up the left side of the screen. What you circled is the portion of the status window that is still visible underneath the target selection window.

If you don't want it to look like that, it's a simple matter of widening the selection window to be as wide as the status window, or reposition it vertically so they're not stacked in the same place or something.
 

Spiridonn

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You seem to be looking at the wrong thing.

The portion of the screen you're pointing at in your screenshot is the full battle status window that you see all the time.

The window that opens up to select a target is the shorter one taking up the left side of the screen. What you circled is the portion of the status window that is still visible underneath the target selection window.

If you don't want it to look like that, it's a simple matter of widening the selection window to be as wide as the status window, or reposition it vertically so they're not stacked in the same place or something.
I see, thank you, that makes sense. So what's the simplest way to widen the selection window so that you can't see the status window underneath it anymore? Do I need a plugin or can I just edit it in the rpg_windows.js file? And if so what exactly do I need to edit?
Also maybe it's worth mentioning that I use yanfly's core engine in my main project (not the one I took the screenshot from). Not sure if that's relevant at all but I used it to change the size of text and icons in my game. Maybe the plugin could somehow interfere with my efforts to stretch the window, so thought I'd mention it.
 

ATT_Turan

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Do I need a plugin or can I just edit it in the rpg_windows.js file? And if so what exactly do I need to edit?
It's best practice to never edit the core scripts directly, always save changes as a plugin.

If you don't know what you're doing with JavaScript, it might be best for you to use an editing program - that way you're in control and you know what you're doing with your changes.

SRD's HUD Maker allows you to customize your windows (which you might want to do in more places than just this).
 

Spiridonn

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It's best practice to never edit the core scripts directly, always save changes as a plugin.

If you don't know what you're doing with JavaScript, it might be best for you to use an editing program - that way you're in control and you know what you're doing with your changes.

SRD's HUD Maker allows you to customize your windows (which you might want to do in more places than just this).
Thanks for the suggestion. I already considered using SRD's HUD Maker but it seems like an overkill for just adjusting the size of one window. I am overall satisfied with the way the default battle UI looks and it just bugged me that this one window didn't display properly. I was hoping there would be a simple fix for that sinse it looks like it's a mistake left in by the devs of rpg maker. And I might be wrong here but I also thought the issue could easily be fixed by editing one line of code that's why I suggested that.
 

ATT_Turan

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Try this:
Code:
Window_BattleActor.prototype.windowWidth = function() {
    return Graphics.boxWidth;
};
 

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