3 hours ago
(This post was last modified: 2 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.
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
