Enemy Target Window

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Started by Darangen 15 posts View original ↗
  1. Is there a way to get the Enemy Target Window addon to list the enemy names vertically instead of horizontally?  Right now all I can seem to get is this:

    Spoiler
     
    EnemyWindow_zpsf1dcb206.png
  2. set :col_max  to 1 IIRC and turn on vertical
  3. I have col_max set to 1 already, but there's no vertical option for  type 0 settings.  I tried changing to type 1 and putting vertical to true, but it didn't work, just changed the background.

    Code:
    module BattleLuna  module Addon    ENEMY_TARGET_WINDOW = {      :enable =>  true,      :x      =>  80,      :y      =>  340,      :z      =>  300,      :width  =>  230,      :height =>  120,      #---      :padding    =>  12,      :col_max    =>  1,      #---      :align      =>  0,      :back_type  =>  0,      # 0 - normal window, 1 - gradient, 2 - picture      :background_variable => 1, # Set a Variable to change Window              # BG Type 0 settings      :type_0     =>  {         :opacity  => 255,         },              # BG Type 1 settings      :type_1     =>  {        :color1   =>  [0, 0, 0, 128],        :color2   =>  [0, 0, 0, 128],        :vertical =>  true,      },              # BG Type 2 settings      :type_2     =>  {        :picture  =>  "Party_Commands", # Graphics/System        :opacity  =>  255,        :offset_x =>  0,        :offset_y =>  0,      },    } # ENEMY_TARGET_WINDOW  endend
  4. So much bugs lately. I shall get back to you ;w;
  5. While you're at it, could you look into the same situation for skill_window and item_window?  It doesn't seem there's an option for vertically setting those either.
  6. Finding a bit more on this too. It looks like somethings weird with the list of enemies compared to what's actually being targeted.

    Spoiler



    This is a screenshot of the mushroom being targeted, but the name in the window says Creeper.





    This screenshot shows that after killing the creeper, the window gets it right and calls the mushroom a mushroom.
    Basically sometimes the window mixes up the enemy names and while it highlights enemy a, it lists it as enemy b.


    Did a test, it looks like it's based on where enemies are placed. I'll upload some more screenshots.


    Okay, I made a new troop and put two different enemies in it. I kept them in their respective places and didn't move them in a different order on the screen.


    This first one is:





    For this next one, all I did was swapped the positions on the screen in the troop, the slime where the creep was and the creep where the slime was. Then this happens:





    Same troop, just moved them around on the screen.
  7. It seems that I messed up enemy target window with the other bug fix I gave you the other day.

    I'll be pming you the fix once again ;w;
  8. Not really related to the original post necessarily, but is it a bug that I can't set items and skills to 1 column or just not a feature?

  9. For that one, it's the add-on script, Skill/Item List (Disabled). If I remember correctly :)
  10. Indeed it is, thanks!
  11. The names in the window still seem to be out of sync if you move the battlers after adding them to the troop.  Just vertically now.



    Thinks the creeper is a mushroom, the mushroom is a sklug and the sklug is a creeper.  It's not just the order in the list though, I have the creeper selected and the menu is pointing at the mushroom instead.

    Attack still goes to the creeper, just the name is mixed up.  Only seems to happen with 3 or more enemies though.  If I remove the sklug from the troop, the bug disappears.
  12. Does this happen when you remove all other scripts tho? I noticed there were victor scripts
  13. Just checked and... yes.  Removing all non Luna scripts still has the error.
  14. Okay here's the fix.

    Code:
    class Window_BattleEnemy < Window_Selectable  #--------------------------------------------------------------------------  # * Get Enemy Object  #--------------------------------------------------------------------------  def enemy ; @data[@index] end  #--------------------------------------------------------------------------  # * Draw Item  #--------------------------------------------------------------------------  def draw_item(index)    change_color(normal_color)    draw_text(item_rect_for_text(index), @data[index].name)  end    end
    Put it below enemy target window below a script slot.
  15. Works great, thanks!