Oh, whoops. I always forget which bits are in which of those, so I've just started checking all the way up if I don't see something. Glad you found it!
YEP Battle Status Window Extension
● ARCHIVED · READ-ONLY
-
-
I can't get the Max HP value to show up, even though the flag CurrentMax is YEP_BattleEngineCore is ON.
Is that flag compatible with this script?
Edit: Disregard, I also had toggle the flag in the BattleWindow plugin. What's the point of redundant settings lol -
Is it a complex ask to add a feature so when you Press Right you can see additional Actor Commands? And of course, when you press Left you go back to the first commands.
-
Hi, I tried to use this plugin but I'm getting the error "Cannot read property 'clamp' of undefined" and I dont know the reason.
I named the file as "YEP Battle Status Window Extension" (maybe this is useful, maybe not xD) -
@Kraxxis: That's actually very important. The file must be named exactly as the writer of the plug-in named it. If you rename it, the game can no longer find it, and the game will crash.
-
I ended up sticking with this plugin because it ended up functioning better for my purposes, but SumRandomDde's equivalent has a feature that you can see in the screenshot where the actor whose command is being chosen is not highlighted, but their window (which would be the equivalent of the dummy window) is raised.
-
@BloodletterQ do you mean you want it to raise, or the actor not to be highlighted? for the raising, all you need is make the y change when the actor is selected.
-
@BloodletterQ do you mean you want it to raise, or the actor not to be highlighted? for the raising, all you need is make the y change when the actor is selected.
I don't see an option for that. I'd also like to remove the highlight. -
Oh, then I can't help, sorry. No idea.
For the raising, you'd just need to use a, if in the y value, if actor is selected value is this one, if not is this. -
Quick question: I'm using Victor Sant's MP Levels, and I want it to take the place of the MP gauge.
How can I simply replace the MP gauge with the gauge from the MP Levels script? -
Sorry if I'm missing something, but I came up to an issue with battler picture.
Issue:
When I try to make a summoning skill, the battler picture of summoned actor won't be displayed. After finishing the battle then entering another battle enables it to be displayed.
What I'm Doing:
What I'm doing with that skill is really simple (because that skill is a prototype skill for test). It just calls a common evet to add an actor.
What I checked:
I'm basecally only using Yanfly's plugins. I disabled all plugins from others (there's a few) and confirmed that it still happens.
...I'm thinking that battler picture is not loaded on adding actor, but on starting battle. I'm not sure what to do, though.
Perhaps, I have to initialize battle status window or something? It would be great if you help me. :)
BTW, when I'm dealing with this, I came up with an idea.
What about adding a function to change battler picture during battle? With that, you can have different pictures for selecting actions, performing actions or being attacked.
But of course, this is just a suggestion. ;) -
Good Morning @DreamX
I think I found a bug with this plugin, though I'm not entirely sure where it comes from. When this plugin is enabled, the target name window shows only three state icons before overlapping the fourth (and higher) underneath them:
When the plugin is disabled, this window shows four states (probably more, haven't checked) in one row. I suspect this has to do with the fact that I set the Y height of the states icons section on the hud to 64, causing it to show two rows of states. I didn't expect that it would also try to do this in this target window, where there isn't enough space for two rows of icons.
Is there a settings change that I can do to fix this, or is it something that needs to be fixed in the actual plugin?
Edit:
Actually I just confirmed that my state icon settings have nothing to do with it, as using the default settings still causes the problem in the targeting/help window
Edit 2:
I was messing around a bit more with this, and it seems that the first two states applied to the same battler cause this weird stack up thing to happen. What I can confirm for sure is that the two states can have the same priority, or different, and all this changes is which icon shows on top. When piling on more states, only one state remains hidden behind the first icon, seemingly no matter how many states you have (tested up to 8) -
Nevermind that. Managed to solve it.
-
I was wondering if there was a way to center the x positions of the actor battle status windows so if there are only 1 or 2 actors they would be in the center rather then off to one side.
Also, i have the setting set to slide when command window is gone. In the pictures below I wished the actors status windows were aligned in the center since there are only 2 currently. but if the party was maxed, that would be their natural positions.
Is this the formula i have to adjust for the x? "this._partyCommandWindow.width"
-
I have some troubles with this plugin. The name of the enemy and their HP gauge (from Yanfly's Visual HP Gauge plugin) are both in weird positions on the screen. They seem to align to the same Y coordinates instead of being right under their sprites as they used to.
If this somehow helps: I think it started to look like this when I used the code from DreamX provided on Page 3 of this thread. The code about aligning the window vertically instead of horizontally.
This is how it looks:

-
I just wanted to thank you for this. I found this a long while ago, liked it back then and have tinkered with it often. I have successfully adapted the battle menu several times now with trial and error using this extension, each time for different prototype needs (1080p, 720p, 3 party members, 5 party members etc).
I honestly know there is a ton more power available that I don't leverage. I often just use photoshop to do basic math to put things where they need to be, but for my non-programmer brain that works fine.
This has proven to be really helpful for me, thanks again. I don't think I would be able to manage otherwise. -
I have certain actors that use MP and TP and others that only use MP. In a front side column view, is there a way using this plugin to make only actors using both MP and TP have their gauge width in halves, while the actors that only use either MP or TP have one whole width bar.
-
Use YEP.8-SkillCore whit the note tagI have certain actors that use MP and TP and others that only use MP. In a front side column view, is there a way using this plugin to make only actors using both MP and TP have their gauge width in halves, while the actors that only use either MP or TP have one whole width bar.<Swap Gauge x: y>Class Notetag:
<Swap Gauge x: y>
This will change gauge x (1, 2, or 3) to y. Replace y with ‘HP’, ‘MP’, or ‘TP’ to have it display that gauge type in that gauge slot. If you wish for that slot to display nothing, insert ‘Nothing’ or ‘Null’ in place of y in the notetag. -
When I try to use the parameter "Frontview Animations On Top", it looks fantastic for single-target animations on actor portraits, but whenever an enemy uses a skill with a non-targeting animation such as Neutral All 3 or Breath, this bizarre problem appears where you don't see the animation at all, but any screen flash and SFX is still there. Has anybody else encountered this problem or knows a fix?
-
*edited* Nevermind