Hello, everyone (Sorry for my bad english).
In battle, there is the command window (where you select Attack, Guard, Skills, whatever), and I was wondering if it is possible to hide it when a animation from is playing. Can you help me?
Hiding Battle Command Window
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Yes it is possible.
There are a number of battle engines and battle gui's that do what you are asking.
I think Mogs Battle Hud Ex does that, I believe Battle Engine Symphonia makes that window go away.
There is also the sample of Luna Engine that you can customize the gui in battle. (the last one will also allow menu customization as well. That forum has a link to a few other battle engines as well.) -
Thanks, but I fear this isn't what I'm looking for. I'm looking for one where this happens:Yes it is possible.
There are a number of battle engines and battle gui's that do what you are asking.
I think Mogs Battle Hud Ex does that, I believe Battle Engine Symphonia makes that window go away.
There is also the sample of Luna Engine that you can customize the gui in battle. (the last one will also allow menu customization as well. That forum has a link to a few other battle engines as well.)

Attack/Skill selection screen.

When someone attack, the character portraits, HP, MP, TP are hidden.
Is this possible? (The image is just an edit I made) -
You dont need a script for that,but the method is a little confusing... You should mess around "Scene_Battle"
You must put "@status_window.hide" and "@status_window.show" in the actor ok/cancel and enemy ok/cancel selection.
Excuse me for my bad English and greetings from Argentina. -
It worked, thank you!You dont need a script for that,but the method is a little confusing... You should mess around "Scene_Battle"
You must put "@status_window.hide" and "@status_window.show" in the actor ok/cancel and enemy ok/cancel selection.
Excuse me for my bad English and greetings from Argentina. -
I'm trying to do this same thing and this is what I've got but it's not working.
#--------------------------------------------------------------------------
# * Create Actor Window
#--------------------------------------------------------------------------
def create_actor_window
@actor_window = Window_BattleActor.new(@info_viewport)
@actor_window.set_handler:)ok, method:)on_actor_ok))
@actor_window.set_handler:)cancel, method:)on_actor_cancel))
@status_window.hide
@status_window.show
end
#--------------------------------------------------------------------------
# * Create Enemy Window
#--------------------------------------------------------------------------
def create_enemy_window
@enemy_window = Window_BattleEnemy.new(@info_viewport)
@enemy_window.set_handler:)ok, method:)on_enemy_ok))
@enemy_window.set_handler:)cancel, method:)on_enemy_cancel))
@status_window.hide
@status_window.show
end
Am I putting it in the wrong place?