Compatibility issues with MOG - Battle Cursor and Yanfly Ace Battle Engine
BMM Archive · July 15, 2026
Original Source
- Original title: Compatibility issues with MOG - Battle Cursor and Yanfly Ace Battle Engine
- Original author: heyguy
- Original date: April 28, 2023
- Source thread: https://forums.rpgmakerweb.com/threads/compatibility-issues-with-mog-battle-cursor-and-yanfly-ace-battle-engine.157039/
- Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSSx Script Support
Summary
Hey y'all! So two scripts are currently clashing. When using MOG Battle HUD EX and MOG - Battle Cursor, the default VXA HUD changes and uses just an image/cursor (with text) for selecting enemies/party member. This is how it should work. Unfortunately, Yanfly Engine Ace - Ace Battle Engine is causing MOG - Battle Cursor to also display the enemy name at the top with the cursor. This is not what I want - I'd like to remove the window text/name at the top. Here's MOG - Battle Cursor and...
Archived First Post
Here's MOG - Battle Cursor and Yanfly Ace Battle Engine working together. Having the name at the top and under the cursor is a bit redundant.
Here's what my project looks like with Ace Battle Engine removed. The MOG Battle HUD displays as I intended. This is what I ultimately want.
The problem is I also want to use Yanfly's Ace Battle Engine. It adds some nice quality of life stuff to the battle system. It's also required for 3-4 other scripts. I don't want the target window information to display, though. I've been commenting out code in the ace battle engine, hoping to fix it but to no avail. I thought it had something to do with the Window_BattleHelp but it's beyond me to fix it. Now I think the Targeting Window function of the Ace battle engine is clashing with the HUD or cursor.
Targeting Window
-----------------------------------------------------------------------------
When targeting enemies, the window is no longer displayed. Instead, the
targeted enemies are highlighted and their names are shown at the top of the
screen in a help window. Another thing that's changed is when skills that
target multiple targets are selected, there is a confirmation step that the
player must take before continuing. In this confirmation step, all of the
multiple targets are selected and in the help window would display the scope
of the skill (such as "All Foes" or "Random Foes"). RPG Maker VX Ace skipped
this step by default.
Not sure how to "turn it off". I've been looking for alternative scripts but I'd rather use the Ace Battle Engine. Any assistance here would be greatly appreciate. I've included a game file with the relevant scripts and placed a monster at spawn for testing. Thanks for taking a look at this post ya'll! Cheers!
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