(https://rmrk.net/proxy.php?request=http%3A%2F%2Frmvx.files.wordpress.com%2F2007%2F12%2Fscreen003-battle.png&hash=4ff4764303b5a3c563d91b765d98297d82797800)
This screen... Is the bane of my Battle Dome...
Basically, I want there to be an AI driven battle to take place against two fighters. Good, I got that down pat.
But, it isn't perfect.
You see, that screen says to either attack, or flee. I don't want to have that option at all.
That is, I want battles to start in this screen:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.rpgrevolution.com%2Frmvx%2Fimage%2Frmvx6.jpg&hash=dd9c3c5e2e3504b4a248b597b3e72706d4a92bdc)
Where you are already in the character action menu...
But I have yet to find a way to do this, despite having downloaded a bunch of scripts that, on the surface, seemed to be exactly what I was looking for.
I have searched on RMVX and RPGREVOLUTION for the scripts manually, searching for key words which seemed to relate to my issue (mostly in the battle add-ons, menu scripts, and battle scripts) such as: Skill Disable Attack Flee and so on...
Anyone have a clue if there is something I can do?
Do you want to remove the Attack/Escape window completely or just remove it for certain occasions?
Also I know I'm not a MOD or anything but next time please use the script request template.
http://rmrk.net/index.php/topic,24347.0.html
It helps a lot to the person taking the request.
Oops. I did this yesterday, and forgot to post it. Post this code in Materials:
class Scene_Battle
def update_party_command_selection
@status_window.index = @actor_index = -1
next_actor
end
Update (10/27): I found a more sophisticated version. Cred: Mithran's Snippet Repository http://www.rpgmakervx.net/index.php?showtopic=18021 (http://www.rpgmakervx.net/index.php?showtopic=18021) This allows you to turn it on/off by turning Mithran::RPCW::ACTIVATE = true/false respectively.
# Remove Party Command Window
# Makes the party command window in the default battle system completely
# inaccessible and hidden from the interface
# Install: Insert above main in the materials section.
module Mithran
module RPCW
ACTIVATE = true # change to false to deactivate script
end
end
class Scene_Battle
alias start_party_command_selection_remove_party_command start_party_command_selection
def start_party_command_selection
start_party_command_selection_remove_party_command
if Mithran::RPCW::ACTIVATE
@info_viewport.ox = 128
@party_command_window.active = false
next_actor unless $game_troop.surprise or not $game_party.inputable?
end
end
alias start_main_remove_party_command start_main
def start_main
start_main_remove_party_command
@info_viewport.ox = 128 if Mithran::RPCW::ACTIVATE
end
end
it doesn't seem to be compatible with kylocks side view battle...
I think I have to go through and translate Kylocks system to find out where the problem is... Although, I am pretty sure the issue arises from the part of the script that scrolls the the battle menu over, rather than making it appear... Hrm... also, for a brief second, it also shows the menu... for only an instant, you see...