The RPG Maker Resource Kit

RMRK RPG Maker Creation => Requests => Script Request => Topic started by: Sashikinaroji on October 22, 2010, 02:26:06 PM

Title: [Request] Bypass FIGHT/FLEE menu
Post by: Sashikinaroji on October 22, 2010, 02:26:06 PM
(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?
Title: Re: [Request] Bypass FIGHT/FLEE menu
Post by: TDS on October 22, 2010, 03:02:01 PM
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.
Title: Re: [Request] Bypass FIGHT/FLEE menu
Post by: dumbsmart on October 24, 2010, 02:44:47 AM
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
Title: Re: [Request] Bypass FIGHT/FLEE menu
Post by: Sashikinaroji on October 29, 2010, 09:58:52 PM
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...