#===============================================================================
#
# 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.