Absolute complete removal of anything party command related

Luntz

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I'm aware that getting rid of the party command menu has been a thing lots of people asked for and that there is a script someone posted that does get rid of it but it's inadequate.

I'm using the following script that I found from here and while the party command menu is gone, the input to call it is still there. Basically, pressing X will still play the deconfirm noise and skips one frame. I want to stop the input from working at all, so there is no noise and frame skip.

class Scene_Battle def start_party_command_selection unless scene_changing? refresh_status @status_window.unselect @status_window.open if BattleManager.input_start next_command else @party_command_window.deactivate turn_start end end end #-------------------------------------------------------------------------- # alias method: start_party_command_selection #-------------------------------------------------------------------------- alias start_party_command_selection_abe start_party_command_selection def start_party_command_selection unless scene_changing? @status_window.refresh @status_window.unselect @status_window.open command_fight end endendThanks in advance.
 

Shaz

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I've moved this thread to RGSSx Script Support. Please be sure to post your threads in the correct forum next time. Thank you.
 

Luntz

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Well I solved it myself after deciding to go back to it after nobody answered for so long. All I had to do was comment this line in Scene_Battle.

@actor_command_window.set_handler:)cancel, method:)prior_command))Posting just to let people know about it, might be useful to another person like me that doesn't really know a lick of scripting.
 

KockaAdmiralac

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I think that is not a good idea.

Why?

Add 4 party members, for example Eric, Rick, Ralph and Isabelle, RESPECTIVELLY.

Now make a Battle Processing vs. any enemy.

Enter that processing.

Select 'Attack' for Eric.

Select 'Attack' for Rick.

Select 'Attack' for Ralph.

Ooops, maybe 'Attack' isn't good for Rick? Maybe he should 'Guard' himself? Now go back to Rick and select 'Guard'.

If you do all those things right, then I suppose your solution is good.

But I think it'll not work.
 

Luntz

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Good thing I only have one controllable party member in my game then.
 

KockaAdmiralac

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Then it's OK.

But there is always a more proper way to do it.

Try this :

Code:
#==============================================================================# ** Scene_Battle#------------------------------------------------------------------------------#  This class performs battle screen processing.#============================================================================== class Scene_Battle  #--------------------------------------------------------------------------  # * To Previous Command Input  #--------------------------------------------------------------------------  def prior_command    if @status_window.index == 0 then @actor_command_window.activate    else      BattleManager.prior_command      start_actor_command_selection    end  end  end
 

Kes

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Sorry to ask what may be a dumb question, but...

I'm the player, and we hit a battle.  I have no command menu.  This presumably means that I can only spam attack, nothing else, because I cannot choose a skill or an item or to guard.

What am I missing here?  Is it that you intend attack only?
 

KockaAdmiralac

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That is ACTOR command window. ( Attack / Skill / Item / Guard )

And he is talking about PARTY command window. ( Fight / Escape )

At least I think so.
 

Kes

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Ah, I was misled by your post #4 which seemed to be talking about the actor commands and the reply in post #5, which didn't contradict that.
 

KockaAdmiralac

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That's because what he did is he stopped the 'going back' with his code, that means if you select something with one actor, and change your mind later while still selecting with other actor, pressing X will do nothing.

And that's why I talked about actor commands.

When trying to fix one thing, the second thing may occur.

Like if you are trying to fix a script call, and you comment out the line 1411 in Game_Interpreter.
 

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