Automatic Battle Moves - Printable Version +- Save-Point (https://www.save-point.org) +-- Forum: Material Development (https://www.save-point.org/forum-8.html) +--- Forum: Scripts Database (https://www.save-point.org/forum-39.html) +---- Forum: RPGMaker XP (RGSS) Engine (https://www.save-point.org/forum-116.html) +---- Thread: Automatic Battle Moves (/thread-2682.html) |
Automatic Battle Moves - Claihm - 03-04-2008 Automatic Battle Moves
by Claihm Originally posted at http://www.k3.dion.ne.jp/~claimh/rgss/index.html Introduction Remember the old 'Auto' feature in RPGMaker 2000 or 2003? Let your Final Fantasy games perform combat by themselves? Well, this creates an 'Auto' function in the command window so battlers can perform their OWN decision in combat. Demo The Demo Script Automatic Battle Moves(English Translation) Automatic Battle Moves(Japanese Version) Instructions Place this below Scene_Debug or below your battlesystem (if compatible) but above Main. Also, place it below the Automatic Battle Actions script (required). The only thing changed in the script for THIS posting is the Party Status options of "Fight", "Auto", and "Escape". No further instructions at this time. Compatibility It may work with most 'default-based' battlesystems, but I cannot guarantee its compliance with SDK systems. It is not RTAB compatible due to certain battler control features. Credits and Thanks Obvious thanks to Claihm for making this system, and to whoever made babelfish which I used for the basic translations. Claihm's Terms and Conditions http://www.k3.dion.ne.jp/~claimh/rgss/index.html (Apparent Broken Link) Terms and Conditions (Limited Rights) |