I prefer to have the combat txts displayed in a box as opposed to being appeared where the enemies are.
So you want it displayed like it does in VX, with the combat logs using the same window as the battle HUD?
Yes finally someone who understands me!!!! that's I want thank you!!!
This is what I ended up with. If you want any improvements, let me know and I'll see what I can do.
class Window_BattleLog < Window_Selectable
pac_overwrite = ["display_current_state", "display_use_item",
"display_counter", "display_reflection", "display_substitute",
"display_action_results", "display_auto_affected_status"]
pac_overwrite.each {|string|
overwrite_code = %Q(alias pac_vxcomlog_#{string} #{string}
def #{string}(*args)
c = SceneManager.scene.status_window
c.close if c.open?
self.open if close?
pac_vxcomlog_#{string}(*args)
self.close
c.open if c.close?
end)
eval(overwrite_code)
}
alias pac_vxcomlog_init initialize
def initialize(*args)
pac_vxcomlog_init(*args)
self.height
self.y = Graphics.height - self.height
self.openness = 0
self.opacity = 255
end
def back_opacity
0
end
end
class Scene_Battle < Scene_Base
attr_accessor :status_window
end
This works great but can you make it a bit smaller please? cause it kinda overlaps my enemies and if you can make it border less it would be great too. Thank you really appreciate man.
You mean make the window thinner and shorter? No problem.
class Window_BattleLog < Window_Selectable
pac_overwrite = ["display_current_state", "display_use_item",
"display_counter", "display_reflection", "display_substitute",
"display_action_results", "display_auto_affected_status"]
pac_overwrite.each {|string|
overwrite_code = %Q(alias pac_vxcomlog_#{string} #{string}
def #{string}(*args)
c = SceneManager.scene.status_window
c.close if c.open?
self.open if close?
pac_vxcomlog_#{string}(*args)
self.close
c.open if c.close?
end)
eval(overwrite_code)
}
alias pac_vxcomlog_init initialize
def initialize(*args)
pac_vxcomlog_init(*args)
self.arrows_visible = false
self.x = (Graphics.width - self.width) / 2
self.height
self.y = Graphics.height - self.height
self.openness = 0
self.opacity = 255
end
def window_width
Graphics.width - 128
end
def max_line_number
return 4
end
def back_opacity
0
end
end
class Scene_Battle < Scene_Base
attr_accessor :status_window
end