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)
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 $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
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
# 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
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.