Auto Command v1.0
by Racheal of Dragonfly
Feb 22 2007
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I took a quick look and didn't see any scripts like this already in existence. This is a simple script that adds the "Auto" Command to the Party Command bar in a DBS. Instead of having to select Attack for each character, this has each character attack a random enemy.
Just add this anywhere below Scene_Battle but above Main
Script
Code:
#--------------------------------------------------------------------------
# * Auto Command
# A simple script that adds an auto command to the Party Command bar
# in the default battle system
# Created by Racheal of Dragonfly
#--------------------------------------------------------------------------
class Window_PartyCommand < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, 640, 64)
self.contents = Bitmap.new(width - 32, height - 32)
self.back_opacity = 160
@commands = ["Fight", "Auto", "Escape"]
@item_max = 3
@column_max = 3
draw_item(0, normal_color)
draw_item(1, normal_color)
draw_item(2, $game_temp.battle_can_escape ? normal_color : disabled_color)
self.active = false
self.visible = false
self.index = 0
end
#--------------------------------------------------------------------------
# * Draw Item
# index : item number
# color : text character color
#--------------------------------------------------------------------------
def draw_item(index, color)
self.contents.font.color = color
rect = Rect.new(80 + index * 160 + 4, 0, 128 - 10, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, @commands[index], 1)
end
#--------------------------------------------------------------------------
# * Cursor Rectangle Update
#--------------------------------------------------------------------------
def update_cursor_rect
self.cursor_rect.set(80 + index * 160, 0, 128, 32)
end
end
class Scene_Battle
#--------------------------------------------------------------------------
# * Frame Update (party command phase)
#--------------------------------------------------------------------------
def update_phase2
# If C button was pressed
if Input.trigger?(Input::C)
# Branch by party command window cursor position
case @party_command_window.index
when 0 # fight
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Start actor command phase
start_phase3
when 1 # auto
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Auto processing
update_phase2_auto
when 2 # 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)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Escape processing
update_phase2_escape
end
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (party command phase: auto)
#--------------------------------------------------------------------------
def update_phase2_auto
# Clear all party member actions
$game_party.clear_actions
for actor in $game_party.actors
if actor.inputable?
# Set action
actor.current_action.kind = 0
actor.current_action.basic = 0
actor.current_action.decide_random_target_for_actor
end
end
# Start main phase
start_phase4
end
end