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[Request] No Fight or Flee Window in battles

Started by Kaelar, July 30, 2010, 10:05:15 PM

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Kaelar

No Fight or Escape windows in battle
July 30th 2010




Summary
First of all sorry for my poor english I'm a French Canadian. So here is my little request, It's a simple modification of the scene_battle script of the default game In which I would like to completely delete the little Fight or Escape window in the begenning of every battle.

Features Desired

  • No more Fight or flee Window
  • No more horizontal panning of the battle windows.
  • When a battle begins you see the ''Monster Appears'' message and then it goes directly to the choice of the first character command

Mockups


Games its been in

  • Mine, or it will be lol




Did you search?
Hell yeah that i searched, I also tried to modify myself the scripts but I'm not as good as many of you right now.

Where did you search?
Google, rpgmakervx.net, rpg-maker.fr

cozziekuns


#===============================================================================
#
# No Fight or Flee Window in Battles
# Last Date Updated: 7/30/2010
#
# No more party commands now! This script allows the party to skip straight to
# the action, skipping the party command window.
#
#===============================================================================
# Updates
# -----------------------------------------------------------------------------
# o 07/30/10 Started Script.
#===============================================================================
# What's to come?
# -----------------------------------------------------------------------------
# o Nothing! Suggest something.
#===============================================================================
# Instructions
# -----------------------------------------------------------------------------
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ? Materials but above ? Main. Remember to save.
#===============================================================================

$imported = {} if $imported == nil
$imported["CozNoPartyCommand"] = true

#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
#  This class performs battle screen processing.
#==============================================================================

class Scene_Battle < Scene_Base
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    update_basic(true)
    update_info_viewport                  # Update information viewport
    if $game_message.visible
      @info_viewport.visible = false
      @message_window.visible = true
    end
    unless $game_message.visible          # Unless displaying a message
      return if judge_win_loss            # Determine win/loss results
      update_scene_change
      if @target_enemy_window != nil
        update_target_enemy_selection     # Select target enemy
      elsif @target_actor_window != nil
        update_target_actor_selection     # Select target actor
      elsif @skill_window != nil
        update_skill_selection            # Select skill
      elsif @item_window != nil
        update_item_selection             # Select item
      elsif @actor_command_window.active
        update_actor_command_selection    # Select actor command
      else
        process_battle_event              # Battle event processing
        process_action                    # Battle action
        process_battle_event              # Battle event processing
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Create Information Display Viewport
  #--------------------------------------------------------------------------
  def create_info_viewport
    @info_viewport = Viewport.new(0, 288, 544, 128)
    @info_viewport.z = 100
    @status_window = Window_BattleStatus.new
    @actor_command_window = Window_ActorCommand.new
    @status_window.viewport = @info_viewport
    @actor_command_window.viewport = @info_viewport
    @status_window.x = 0
    @actor_command_window.x = 416
    @info_viewport.visible = false
  end
  #--------------------------------------------------------------------------
  # * Dispose of Information Display Viewport
  #--------------------------------------------------------------------------
  def dispose_info_viewport
    @status_window.dispose
    @actor_command_window.dispose
    @info_viewport.dispose
  end
  #--------------------------------------------------------------------------
  # * Update Information Display Viewport
  #--------------------------------------------------------------------------
  def update_info_viewport
    @actor_command_window.update
    @status_window.update
  end
  #--------------------------------------------------------------------------
  # * Start Party Command Selection
  #--------------------------------------------------------------------------
  def start_party_command_selection
    if $game_temp.in_battle
      @status_window.refresh
      @status_window.index = @actor_index = -1
      @active_battler = nil
      @info_viewport.visible = true
      @message_window.visible = false
      $game_party.clear_actions
      if $game_troop.surprise or not $game_party.inputable?
        start_main
      end
      next_actor
    end
  end
  #--------------------------------------------------------------------------
  # * Start Actor Command Selection
  #--------------------------------------------------------------------------
  def start_actor_command_selection
    @actor_command_window.setup(@active_battler)
    @actor_command_window.active = true
    @actor_command_window.index = 0
  end
  #--------------------------------------------------------------------------
  # * Start Execution of Battle Processing
  #--------------------------------------------------------------------------
  def start_main
    $game_troop.increase_turn
    @info_viewport.visible = false
    @info_viewport.ox = 0
    @message_window.visible = true
    @actor_command_window.active = false
    @status_window.index = @actor_index = -1
    @active_battler = nil
    @message_window.clear
    $game_troop.make_actions
    make_action_orders
    wait(20)
  end
end


This was made for the Default Battle System. I have a huge feeling that this script will be highly incompatible with most custom battle scripts D: If it doesn't work, tell me which script your using and I'll configure that one instead.

Kaelar

Wow thanks a lot it works perfectly with my game! I just have some little coordonates modification to do which I can handle!

Thanks again!

Mitsarugi

Quote from: cozziekuns on July 31, 2010, 12:53:29 AM

#===============================================================================
#
# No Fight or Flee Window in Battles
# Last Date Updated: 7/30/2010
#
# No more party commands now! This script allows the party to skip straight to
# the action, skipping the party command window.
#
#===============================================================================
# Updates
# -----------------------------------------------------------------------------
# o 07/30/10 Started Script.
#===============================================================================
# What's to come?
# -----------------------------------------------------------------------------
# o Nothing! Suggest something.
#===============================================================================
# Instructions
# -----------------------------------------------------------------------------
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ? Materials but above ? Main. Remember to save.
#===============================================================================

$imported = {} if $imported == nil
$imported["CozNoPartyCommand"] = true

#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
#  This class performs battle screen processing.
#==============================================================================

class Scene_Battle < Scene_Base
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    update_basic(true)
    update_info_viewport                  # Update information viewport
    if $game_message.visible
      @info_viewport.visible = false
      @message_window.visible = true
    end
    unless $game_message.visible          # Unless displaying a message
      return if judge_win_loss            # Determine win/loss results
      update_scene_change
      if @target_enemy_window != nil
        update_target_enemy_selection     # Select target enemy
      elsif @target_actor_window != nil
        update_target_actor_selection     # Select target actor
      elsif @skill_window != nil
        update_skill_selection            # Select skill
      elsif @item_window != nil
        update_item_selection             # Select item
      elsif @actor_command_window.active
        update_actor_command_selection    # Select actor command
      else
        process_battle_event              # Battle event processing
        process_action                    # Battle action
        process_battle_event              # Battle event processing
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Create Information Display Viewport
  #--------------------------------------------------------------------------
  def create_info_viewport
    @info_viewport = Viewport.new(0, 288, 544, 128)
    @info_viewport.z = 100
    @status_window = Window_BattleStatus.new
    @actor_command_window = Window_ActorCommand.new
    @status_window.viewport = @info_viewport
    @actor_command_window.viewport = @info_viewport
    @status_window.x = 0
    @actor_command_window.x = 416
    @info_viewport.visible = false
  end
  #--------------------------------------------------------------------------
  # * Dispose of Information Display Viewport
  #--------------------------------------------------------------------------
  def dispose_info_viewport
    @status_window.dispose
    @actor_command_window.dispose
    @info_viewport.dispose
  end
  #--------------------------------------------------------------------------
  # * Update Information Display Viewport
  #--------------------------------------------------------------------------
  def update_info_viewport
    @actor_command_window.update
    @status_window.update
  end
  #--------------------------------------------------------------------------
  # * Start Party Command Selection
  #--------------------------------------------------------------------------
  def start_party_command_selection
    if $game_temp.in_battle
      @status_window.refresh
      @status_window.index = @actor_index = -1
      @active_battler = nil
      @info_viewport.visible = true
      @message_window.visible = false
      $game_party.clear_actions
      if $game_troop.surprise or not $game_party.inputable?
        start_main
      end
      next_actor
    end
  end
  #--------------------------------------------------------------------------
  # * Start Actor Command Selection
  #--------------------------------------------------------------------------
  def start_actor_command_selection
    @actor_command_window.setup(@active_battler)
    @actor_command_window.active = true
    @actor_command_window.index = 0
  end
  #--------------------------------------------------------------------------
  # * Start Execution of Battle Processing
  #--------------------------------------------------------------------------
  def start_main
    $game_troop.increase_turn
    @info_viewport.visible = false
    @info_viewport.ox = 0
    @message_window.visible = true
    @actor_command_window.active = false
    @status_window.index = @actor_index = -1
    @active_battler = nil
    @message_window.clear
    $game_troop.make_actions
    make_action_orders
    wait(20)
  end
end


This was made for the Default Battle System. I have a huge feeling that this script will be highly incompatible with most custom battle scripts D: If it doesn't work, tell me which script your using and I'll configure that one instead.


i  would like the same thing , could you configure it for TSBS kaduki version please?

cozziekuns


#===============================================================================
#
# No Fight or Flee Window in Battles (Tankentai SBS Non-ATB Version)
# Last Date Updated: 8/3/2010
#
# No more party commands now! This script allows the party to skip straight to
# the action, skipping the party command window.
#
#===============================================================================
# Updates
# -----------------------------------------------------------------------------
# o 08/03/10 Started Script.
#===============================================================================
# What's to come?
# -----------------------------------------------------------------------------
# o Nothing! Suggest something.
#===============================================================================
# Instructions
# -----------------------------------------------------------------------------
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ? Materials but above ? Main. Remember to save.
#===============================================================================

$imported = {} if $imported == nil
$imported["CozTankentaiTBSNoPartyCommand"] = true

#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
#  This class performs battle screen processing.
#==============================================================================

class Scene_Battle < Scene_Base
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    update_basic(true)
    update_info_viewport                  # Update information viewport
    if $game_message.visible
      @info_viewport.visible = false
      @message_window.visible = true
    end
    unless $game_message.visible          # Unless displaying a message
      return if judge_win_loss            # Determine win/loss results
      update_scene_change
      if @target_enemy_window != nil
        update_target_enemy_selection     # Select target enemy
      elsif @target_actor_window != nil
        update_target_actor_selection     # Select target actor
      elsif @skill_window != nil
        update_skill_selection            # Select skill
      elsif @item_window != nil
        update_item_selection             # Select item
      elsif @actor_command_window.active
        update_actor_command_selection    # Select actor command
      else
        process_battle_event              # Battle event processing
        process_action                    # Battle action
        process_battle_event              # Battle event processing
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Create Information Display Viewport
  #--------------------------------------------------------------------------
  def create_info_viewport
    @info_viewport = Viewport.new(0, 288, 544, 128)
    @info_viewport.z = 100
    @status_window = Window_BattleStatus.new
    @actor_command_window = Window_ActorCommand.new
    @status_window.viewport = @info_viewport
    @actor_command_window.viewport = @info_viewport
    @status_window.x = 0
    @actor_command_window.x = 416
    @info_viewport.visible = false
  end
  #--------------------------------------------------------------------------
  # * Dispose of Information Display Viewport
  #--------------------------------------------------------------------------
  def dispose_info_viewport
    @status_window.dispose
    @actor_command_window.dispose
    @info_viewport.dispose
  end
  #--------------------------------------------------------------------------
  # * Update Information Display Viewport
  #--------------------------------------------------------------------------
  def update_info_viewport
    @actor_command_window.update
    @status_window.update
  end
  #--------------------------------------------------------------------------
  # * Start Party Command Selection
  #--------------------------------------------------------------------------
  def start_party_command_selection
    if $game_temp.in_battle
      @status_window.refresh
      @status_window.index = @actor_index = -1
      @active_battler = nil
      @info_viewport.visible = true
      @message_window.visible = false
      $game_party.clear_actions
      if $game_troop.surprise or not $game_party.inputable?
        start_main
      end
      next_actor
    end
  end
  #--------------------------------------------------------------------------
  # * Start Actor Command Selection
  #--------------------------------------------------------------------------
  def start_actor_command_selection
    @actor_command_window.setup(@active_battler)
    @actor_command_window.active = true
    @actor_command_window.index = 0
  end
  #--------------------------------------------------------------------------
  # * Start Execution of Battle Processing
  #--------------------------------------------------------------------------
  def start_main
    $game_troop.increase_turn
    @info_viewport.visible = true
    @info_viewport.ox = 0
    @actor_command_window.active = false
    @status_window.index = @actor_index = -1
    @active_battler = nil
    @message_window.clear
    $game_troop.make_actions
    make_action_orders
    @help_window = Window_Help.new
    @help_window.visible = false
    process_battle_event
  end
  #--------------------------------------------------------------------------
  # * End Turn
  #--------------------------------------------------------------------------
  def turn_end
    for member in $game_party.members + $game_troop.members
      member.clear_action_results
      next unless member.exist?
      member.slip_damage = false
      actor = member.actor?
      damage = 0
      slip_pop = true
      slip_dead = true
      for state in member.states
        member.remove_state(state.id) if state.extension.include?("ZEROTURNLIFT")
        next unless state.slip_damage
        for ext in state.slip_extension
          if ext[0] == "hp"
            base_damage = ext[1] + member.maxhp * ext[2] / 100
            damage += base_damage
            slip_pop = ext[3] unless ext[3] == nil
            slip_dead = ext[4] unless ext[4] == nil
            slip_damage_flug = true
            member.slip_damage = true
          end
        end 
      end
      damage = member.hp - 1 if damage >= member.hp && slip_dead = false
      member.hp -= damage
      @spriteset.set_damage_pop(actor, member.index, damage) if slip_pop
      member.perform_collapse if member.dead? && member.slip_damage
      member.clear_action_results
    end
    @status_window.refresh
    wait(55) if slip_damage_flug
    slip_damage_flug = false
    for member in $game_party.members + $game_troop.members
      member.clear_action_results
      next unless member.exist?
      actor = member.actor?
      mp_damage = 0
      for state in member.states
        next unless state.slip_damage
        for ext in state.slip_extension
          if ext[0] == "mp"
            base_damage = ext[1] + member.maxmp * ext[2] / 100
            mp_damage += base_damage
            slip_pop = ext[2]
            slip_damage_flug = true
          end
        end
        member.mp_damage = mp_damage
        member.mp -= mp_damage
        @spriteset.set_damage_pop(actor, member.index, mp_damage) if slip_pop
      end   
      member.clear_action_results
    end
    @status_window.refresh
    wait(55) if slip_damage_flug
    for member in $game_party.members
      if member.auto_hp_recover and member.exist?
        plus_hp = member.maxhp / 20
        member.hp += plus_hp
        @spriteset.set_damage_pop(true, member.index, plus_hp * -1)
        plus_hp_flug = true
      end
      member.clear_action_results
    end
    @status_window.refresh
    wait(55) if plus_hp_flug
    @help_window.dispose if @help_window != nil
    @help_window = nil
    $game_troop.turn_ending = true
    $game_troop.preemptive = false
    $game_troop.surprise = false
    process_battle_event
    $game_troop.turn_ending = false
    start_party_command_selection
  end
end


For Non-ATB. Haven't tested with ATB, if it doesn't work tell me.

Mitsarugi

#5
Quote from: cozziekuns on August 04, 2010, 12:37:59 AM

#===============================================================================
#
# No Fight or Flee Window in Battles (Tankentai SBS Non-ATB Version)
# Last Date Updated: 8/3/2010
#
# No more party commands now! This script allows the party to skip straight to
# the action, skipping the party command window.
#
#===============================================================================
# Updates
# -----------------------------------------------------------------------------
# o 08/03/10 Started Script.
#===============================================================================
# What's to come?
# -----------------------------------------------------------------------------
# o Nothing! Suggest something.
#===============================================================================
# Instructions
# -----------------------------------------------------------------------------
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ? Materials but above ? Main. Remember to save.
#===============================================================================

$imported = {} if $imported == nil
$imported["CozTankentaiTBSNoPartyCommand"] = true

#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
#  This class performs battle screen processing.
#==============================================================================

class Scene_Battle < Scene_Base
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    update_basic(true)
    update_info_viewport                  # Update information viewport
    if $game_message.visible
      @info_viewport.visible = false
      @message_window.visible = true
    end
    unless $game_message.visible          # Unless displaying a message
      return if judge_win_loss            # Determine win/loss results
      update_scene_change
      if @target_enemy_window != nil
        update_target_enemy_selection     # Select target enemy
      elsif @target_actor_window != nil
        update_target_actor_selection     # Select target actor
      elsif @skill_window != nil
        update_skill_selection            # Select skill
      elsif @item_window != nil
        update_item_selection             # Select item
      elsif @actor_command_window.active
        update_actor_command_selection    # Select actor command
      else
        process_battle_event              # Battle event processing
        process_action                    # Battle action
        process_battle_event              # Battle event processing
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Create Information Display Viewport
  #--------------------------------------------------------------------------
  def create_info_viewport
    @info_viewport = Viewport.new(0, 288, 544, 128)
    @info_viewport.z = 100
    @status_window = Window_BattleStatus.new
    @actor_command_window = Window_ActorCommand.new
    @status_window.viewport = @info_viewport
    @actor_command_window.viewport = @info_viewport
    @status_window.x = 0
    @actor_command_window.x = 416
    @info_viewport.visible = false
  end
  #--------------------------------------------------------------------------
  # * Dispose of Information Display Viewport
  #--------------------------------------------------------------------------
  def dispose_info_viewport
    @status_window.dispose
    @actor_command_window.dispose
    @info_viewport.dispose
  end
  #--------------------------------------------------------------------------
  # * Update Information Display Viewport
  #--------------------------------------------------------------------------
  def update_info_viewport
    @actor_command_window.update
    @status_window.update
  end
  #--------------------------------------------------------------------------
  # * Start Party Command Selection
  #--------------------------------------------------------------------------
  def start_party_command_selection
    if $game_temp.in_battle
      @status_window.refresh
      @status_window.index = @actor_index = -1
      @active_battler = nil
      @info_viewport.visible = true
      @message_window.visible = false
      $game_party.clear_actions
      if $game_troop.surprise or not $game_party.inputable?
        start_main
      end
      next_actor
    end
  end
  #--------------------------------------------------------------------------
  # * Start Actor Command Selection
  #--------------------------------------------------------------------------
  def start_actor_command_selection
    @actor_command_window.setup(@active_battler)
    @actor_command_window.active = true
    @actor_command_window.index = 0
  end
  #--------------------------------------------------------------------------
  # * Start Execution of Battle Processing
  #--------------------------------------------------------------------------
  def start_main
    $game_troop.increase_turn
    @info_viewport.visible = true
    @info_viewport.ox = 0
    @actor_command_window.active = false
    @status_window.index = @actor_index = -1
    @active_battler = nil
    @message_window.clear
    $game_troop.make_actions
    make_action_orders
    @help_window = Window_Help.new
    @help_window.visible = false
    process_battle_event
  end
  #--------------------------------------------------------------------------
  # * End Turn
  #--------------------------------------------------------------------------
  def turn_end
    for member in $game_party.members + $game_troop.members
      member.clear_action_results
      next unless member.exist?
      member.slip_damage = false
      actor = member.actor?
      damage = 0
      slip_pop = true
      slip_dead = true
      for state in member.states
        member.remove_state(state.id) if state.extension.include?("ZEROTURNLIFT")
        next unless state.slip_damage
        for ext in state.slip_extension
          if ext[0] == "hp"
            base_damage = ext[1] + member.maxhp * ext[2] / 100
            damage += base_damage
            slip_pop = ext[3] unless ext[3] == nil
            slip_dead = ext[4] unless ext[4] == nil
            slip_damage_flug = true
            member.slip_damage = true
          end
        end 
      end
      damage = member.hp - 1 if damage >= member.hp && slip_dead = false
      member.hp -= damage
      @spriteset.set_damage_pop(actor, member.index, damage) if slip_pop
      member.perform_collapse if member.dead? && member.slip_damage
      member.clear_action_results
    end
    @status_window.refresh
    wait(55) if slip_damage_flug
    slip_damage_flug = false
    for member in $game_party.members + $game_troop.members
      member.clear_action_results
      next unless member.exist?
      actor = member.actor?
      mp_damage = 0
      for state in member.states
        next unless state.slip_damage
        for ext in state.slip_extension
          if ext[0] == "mp"
            base_damage = ext[1] + member.maxmp * ext[2] / 100
            mp_damage += base_damage
            slip_pop = ext[2]
            slip_damage_flug = true
          end
        end
        member.mp_damage = mp_damage
        member.mp -= mp_damage
        @spriteset.set_damage_pop(actor, member.index, mp_damage) if slip_pop
      end   
      member.clear_action_results
    end
    @status_window.refresh
    wait(55) if slip_damage_flug
    for member in $game_party.members
      if member.auto_hp_recover and member.exist?
        plus_hp = member.maxhp / 20
        member.hp += plus_hp
        @spriteset.set_damage_pop(true, member.index, plus_hp * -1)
        plus_hp_flug = true
      end
      member.clear_action_results
    end
    @status_window.refresh
    wait(55) if plus_hp_flug
    @help_window.dispose if @help_window != nil
    @help_window = nil
    $game_troop.turn_ending = true
    $game_troop.preemptive = false
    $game_troop.surprise = false
    process_battle_event
    $game_troop.turn_ending = false
    start_party_command_selection
  end
end


For Non-ATB. Haven't tested with ATB, if it doesn't work tell me.

i'll test it, but i need it for ATB ^^


EDIT : doesn't work

Mitsarugi


IpickZero

thank you I have been Looking for this Script