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> Tutorial: Removing the Party Command Window (Fight / Escape), My first Tutorial!!!
AresWarrior
post Apr 18 2010, 09:35 AM
Post #1


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Okay, I have just figured out how to remove that window at the start of each of your turns. The window says Fight and Escape. In some RPGs, there is no window like that and at the start of each turn it switches to the Actor Command WIndow (Fight, Skill, Guard, Item).

Step 1: Go to Scene_Battle 1 and where it says "# Make Actor Command Window", add a new option called "Escape". So it should look like this:
CODE
    # Make actor command window
    s1 = $data_system.words.attack
    s2 = $data_system.words.skill
    s3 = $data_system.words.guard
    s4 = $data_system.words.item
    s5 = "Run"
    @actor_command_window = Window_Command.new(150, [s1, s2, s3, s4, s5)

^^ Ignore 150. That is whatever the width of your command window is.

Then, right under that code add this script:
CODE
    # If it's not possible to escape
    if $game_temp.battle_can_escape == false
    @actor_command_window.disable_item(4)
    end

^^ If Escape is disabled for a certain battle, disable the Escape command.

Step 2: Go to Scene_Battle 2 and where it says "# Start Party Command Phase", change it to this:
CODE
    # Start party command phase (phase2 = PartyCommand, phase3 = ActorCommand)
    start_phase3
    #start_phase2

^^ If you would like to change back to the normal way, just delete "start_phase3" and delete the "#" behind "start_phase2".

Step 3: Go to Scene_Battle 3 and where it says "def update_phase3_basic_command", under that change it to this:
CODE
    if Input.trigger?(Input::B) and not @actor_index == 0 # And if not 1st Actor

^^ If it's the 1st Battler's turn, pressing Back is disabled.

Step 4: Go to Scene_Battle 3 and where it says "# Branch by actor command window cursor position", add a new option and add this code so it looks like this:
CODE
      when 4 # escape
        # If it's not possible to escape
        if $game_temp.battle_can_escape == false
          # Play buzzer SE
          $game_system.se_play($data_system.buzzer_se)
        # Actor blink effect OFF
        if @active_battler != nil
          @active_battler.blink = false
        end
          return
        end
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Actor blink effect OFF
        if @active_battler != nil
          @active_battler.blink = false
        end
        # Escape processing
        update_phase2_escape

^^ The Actor blink effect OFF parts of the code are very important. Without them, the actor will still be flashing white when you fail to escape.

Step 5: Go to Scene_Battle 4 and where it says "# Start Party Command Phase", change it to this:
CODE
      # Start party command phase (phase2 = PartyCommand, phase3 = ActorCommand)
      start_phase3
      #start_phase2
      return

^^ If you would like to change back to the normal way, just delete "start_phase3" and delete the "#" behind "start_phase2".

And there you have it. The Party Command Window is removed and at the start of each of your turns it switches to the Actor Command Window. smile.gif

This post has been edited by AresWarrior: Apr 18 2010, 11:23 AM
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Locke
post May 5 2010, 05:24 PM
Post #2


Level 10
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Group: Revolutionary
Posts: 151
Type: Mapper
RM Skill: Intermediate




Nice! I like it what you've made there

SALUTE!!


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