Battle GUI Core – MV Plugin

      10 Comments on Battle GUI Core – MV Plugin

This plugin allows developers to customize the window set up of battles within their game.


Look at the code or download the Plugin:


Battle GUI Core
SumRndmDde

This plugin allows developers to customize the window set up of battles
within their game.

=======================================================================
Window Properties
=======================================================================

There are seven properties that can be customized for the windows:

– X
– Y
– Rows
– Cols
– Width
– Align
– Visible

===========================
X
===========================

The X property determines the X position of the window.
If the window is not at that position, then it will either instantly move
to the position or slide to it based on how far it is.

===========================
Y
===========================

The Y property determines the Y position of the window.
If the window is not at that position, then it will either instantly move
to the position or slide to it based on how far it is.

===========================
Rows
===========================

The Rows property determines the amount of rows on the window.
The number of rows will determine the number shown at once.
If there are more choices than there can be shown, then the number of
rows total will be greater than normal.

===========================
Cols
===========================

The Cols property determines the amount of columns on the window.
The column count will always be constant unless there are less choices
than there are columns.

===========================
Width
===========================

The Width property determines the width of the window.

===========================
Align
===========================

The Align property determines the alignment of the text of the choices.

===========================
Visible
===========================

The Visible property determines the whether the window is visible.
Visibility can be updated dynamically since this property is mainly used with
JavaScript conditions.
However, you can input ‘true’ to make it use the default visibility settings.

=======================================================================
Motions
=======================================================================

Motions allow you to make windows move in a certain way under certain
conditions. You can create conditions based on other windows and
BattleManager phases.

In order to check whether a phase is active or not, do:

BattleManager._phase === ‘phase-name’

Here is a list of all the phases:

– init
– start
– input
– turn
– action
– turnEnd
– aborting
– battleEnd

You can also check various properties of the other windows:

– BattleManager._statusWindow
– BattleManager._actorCommandWindow
– BattleManager._partyCommandWindow
– BattleManager._skillWindow
– BattleManager._itemWindow
– BattleManager._enemyWindow
– BattleManager._actorWindow
– BattleManager._helpWindow

For example:

BattleManager._statusWindow.x
BattleManager._statusWindow.y
BattleManager._statusWindow.width
BattleManager._statusWindow.height
BattleManager._statusWindow.isClosed()
BattleManager._statusWindow.isOpen()
BattleManager._statusWindow.visible


Screenshot:

10 thoughts on “Battle GUI Core – MV Plugin

  1. Yorae Rasante

    Hey there!
    Is there a way to make the number of rows on the Actor Command window match the number of commands? I tried copying the this.maxItems from the Party Command one, but it doesn’t seem to work.

    Reply
    1. mugen808

      yes you can have the size of the command window varies depending on how many commands are available for the actor.
      use as eval in the settings for example:

      if ( this.maxItems() <- 4 ) { 1; } else if ( this.maxItems() <- 7 ) { 2; } else { 3; }

      Reply
  2. Xuroth

    SumRndmDde,
    I’m having a slight issue configuring the Actor Command window. I have it set to specific screen x and y coords, and then I try to setup a motion in the plugin parameters to have it ‘slide’ on the x axis. Ideally, I am trying to make it so the window resides off-screen and slides in/out for each actor input, but I am ok with just having the motion take place during the input phase. However, the window is visible during the input phase but does not move at all. The parameters for the window as follows:
    [Under Motion 2]
    Window: Actor Command
    Condition: BattleManager._phase === ‘input’
    Motion Speed: 15
    Motion X Offset: BattleManager._actorCommandWindow.width
    Motion Y Offset: 0

    The Actor Command window is just stationary. I’m sure I’m just missing something. Can you maybe point me in the right direction for what I should be doing?

    Also, the Skill List and Item List windows are not following the parameter settings for width. Despite placing an integer, they still take up the screen. Not sure if it’s being overwritten by another plugin (I have quite a few, though this plugin is placed towards the bottom (I believe that gives it higher priority?), and I don’t believe any plugins under it modify the battle scene at all).

    Reply
  3. Rudi91

    Hello, thanks for making this plugin, helped me a lot for customizing the battle HUD a little.
    I have to say I think I found a small bug in your plugin, help file says this:

    “You can also check various properties of the other windows:

    – BattleManager._statusWindow
    – BattleManager._actorCommandWindow
    – BattleManager._partyCommandWindow
    – BattleManager._skillWindow
    – BattleManager._itemWindow
    – BattleManager._enemyWindow
    – BattleManager._actorWindow
    – BattleManager._helpWindow”
    but the thing is, _enemyWindow is not working, I did some digging in your plugin code and I found that it should be _enemyList instead.

    I really really was frustrated cuz I couldnt understand why it wasnt working, I was trying to put the condition:
    !BattleManager._enemyWindow.visible
    or
    !BattleManager._enemyWindow.isOpen()
    or
    BattleManeger._enemyWindow.isClosed()
    so the Actor Command Window dissapear when targeting enemies but none was working, then I took a look at the plugin code(im not a expert programmer or something but sometimes I can understand whats going on) and found out that it should be _enemyList.visible or whatever and now it works.

    Reply
      1. Rudi91

        np! some examples should be:
        BattleManager._enemyList.visible
        or
        BattleManager._enemyList.isOpen()

        Reply
  4. mugen808

    hey another question, the plugin is great. i don’t know if that’s only me, but i can select targets with up and down only while i would like to navigate between targets with left and right.

    question 1 : is it the same for everybody?
    question 2: any chance to change it to left/ right?
    thanks

    Reply
    1. mugen808

      alright now i feel stupid, sorry this was in the settings….
      in case anyone needs to know:

      go to the part of the plugin settings called EnemyList
      change enemy rows to 1
      enemy cols doesnt really matter especially if it’s not visible, as long as it’s greater than 1.
      but if you like you can still use an eval such as this.maxItems() or this.maxItems() * x

      Reply
  5. Mike Hunt (@Real_The_Goof)

    This is neat and all, but i wish it was more like the Super Tools, or worked WITH the Super Tools.

    Reply

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