Version 5.
I am now at the point where i can display a messagebox in a scene.
var _Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand; Game_Interpreter.prototype.pluginCommand = function(command, args) { _Game_Interpreter_pluginCommand.call(this, command, args); if (command === 'toD') { switch (args[0]) { case 'show': SceneManager.push(Scene_toD); break; case 'config': SceneManager._scene.toDShowDialog(Number(args[1]),String(args[2])); break; case 'hide': SceneManager._scene.hideDialog(); break; } } }; function Scene_toD() { this.initialize.apply(this, arguments); } Scene_toD.prototype = Object.create(Scene_MenuBase.prototype); Scene_toD.prototype.constructor = Scene_toD; Scene_toD.prototype.initialize = function() { Scene_MenuBase.prototype.initialize.call(this); }; Scene_toD.prototype.create = function() { Scene_MenuBase.prototype.create.call(this); this.todWindow = new Window_Base(20,20,500,100); this.todWindow.activate(); this.addWindow(this.todWindow); console.log(this) }; Scene_toD.prototype.showDialog = function(id, title) { this.todWindow.drawTextEx(title,5,5); this.todWindow.update(); } Scene_toD.prototype.hideDialog = function() { this.todWindow.close(); this.todWindow = null; };But i dont know how to tell the scene that it should not block the game or removing the blur filter.
Also somehow the text gets not displayed if the "config" case gets call ingame.