[quote:5ie6wdu0]@rexrainbow: Could you please provide a sample capx? So I could fix this bug by this capx.
Here's a sample of the problem I'm talking about. To see the problem, just load the game, select "Continue Adventure", enter any credentials you want to start playing. Use the arrow keys to wander around (don't go into the town unless you need to visit the inn) until you get into combat. In the battle screen, you will notice the extra line breaks when either you or the mob scores a hit. The text class I'm using is <class='red'>, and the style is just that, rgb(255, 0, 0).
I defined the class on the "Styles" event sheet, and all of the other relevant code you'll want to see is on the "Ev Battle" event sheet. You will notice that I replaced the old txto_battleLog text object with one of your Tag Text objects, and called it txto_battleLog_NEW. Lines 47 and 50 are where I invoke the "red" class. On those same lines I have disabled versions of them that don't invoke the class. You can see for yourself that when you don't invoke the "red" class, there are no extra line breaks, but when you do there are.
I assure you that the Tag Text object is plenty wide; there is ample room for the appended text (most any of the lines that may pop up shouldn't need to word wrap).
In the sample screenshot you can see the extra line break I'm talking about, but oddly enough it doesn't always appear in the line where I invoke the "red" class. Sometimes it appears later in the text block. In the "Ev Battle" event sheet you can see that every combat round I append lots of separate lines of text, depending on what happens. So sometimes this extra line break appears further down the text than where the "red" class is invoked. Really odd.