06-27-2026, 04:51 PM
(This post was last modified: 11 hours ago by DerVVulfman.)
Not surprisingly Helladen's dropbox link to his Skip Party Command Window post 404'd.
I tried to recreate it, modifying Yanfly's YEA - Battle Engine's code, like OP.
So like, all the credit goes to Yanfly.
To be clear, this is not OP's code, this is what I imagine it was like. It works, though.
Helladen - 07-27-2012 Wrote:This script will skip the party command window when a battle starts and when a turn ends, because it is really annoying to click fight, and most of the time you will not run. Furthermore, I have added an option to disable it from skipping when a battle starts to help make it more friendly to developers. I also left in the compatibility for YEA - Command Party since it won't really affect anyone as well.
This script should work with almost every system, and to install it just paste it above main and below all your other scripts.
I tried to recreate it, modifying Yanfly's YEA - Battle Engine's code, like OP.
So like, all the credit goes to Yanfly.
To be clear, this is not OP's code, this is what I imagine it was like. It works, though.
Code:
class Scene_Battle < Scene_Base
alias scene_battle_battle_start_abe battle_start
def battle_start
scene_battle_battle_start_abe
@party_command_window.deactivate
if BattleManager.input_start
command_fight
else
turn_start
end
end
alias scene_battle_turn_end_abe turn_end
def turn_end
scene_battle_turn_end_abe
return if end_battle_conditions?
if BattleManager.input_start
@party_command_window.deactivate
command_fight
else
@party_command_window.deactivate
turn_start
end
end
def end_battle_conditions?
return true if $game_party.members.empty?
return true if $game_party.all_dead?
return true if $game_troop.all_dead?
return true if BattleManager.aborting?
return false
end
end
